Originally posted by Liberator
You have to remember that the ships you're putting into HW2 have 1/2 to 1/4 the polies of the default HW2 ships. LOD 1 on the interceptor has almost as many polies as LOD 1 on the Colossus for cryin' out loud.
Yet in normal HW 2 I get about 60 FPS while with a large battle in FSNA 0.11 beta (pre release) I get 20 FPS, explain that.
HW 2 cheats in a way, when an intercepter fires its primary weapon its not fireing all those bullets that you see fireing, but rather just one bullet with a multi-bullet animation, at the moment in FSNA an Apollo fires all its primary and creates 4 shots per 0.25 of a second, thats

of fire for just one figher, multiply that by 5 ships per squadren, then by about 15 and we get ~300 shots being fired per second; offcorse that does aussme that all the ships will be fireing all the time, but this is an exaple. Now remember that each one of those shots is its own ship, and depending on the proberblity of the weapon and what it was shoting at will determin weather or not how many shots will home in on it's target. Compare that with the standard intercept's main gun of ~125 shots, you can all ready see in one ship lone that there is a massive diffrence. This all adds upto be

of load on ones CPU no matter how fast it is, by over stressing the video card as well with high poly ships will not impove the situation.
Also the largest texture that is used on the Hiigarn BC is only 1024x512, the next largest is 128^2. The largest on a Hiigarn Destoryer is only 512^2. Texture size doesn't have the same impact as other things like high numbers of polys. HW 2 can have high numbers of polys as there are very few times that all of those high poly LODs and even being disspayed. You have remember the adverage range that the cammera is from the ships (several kms) and when we then look at the LOD settings for those ships we see that while it appears that the ship doesn't lose any qulity as it zomes out it is in fact losing massive amounts by the time the cammera is zomed out to view the rest of the battle. These I feel are some of the more key diffrences between FS SCP and HW 2., while in SCP you don't have anywhere near the numbers of ships as HW 2 can have, in the above exaple I had 75 Apollos alone, thats just for one player and doesn't count any of the other fighters or those of other players.
Oh your wrrong on the poly count of the intercepter, in the highest LOD (LOD0) the poly count is 600 (LOD3 is only 34, lowest LOD), while Colossus can only manage ~2k. HW 2 can easy have ships with 10k polys, in fact most modelers are told that they can have cap ships with that many, however there are 4 levels of detail in a HW 2 model, how often are going to have that many polys on screen? Only when the cammera is zomed right in on that ship, or if the person that is scripting sets the LOD so that they don't change... one moment I have to change some things on the Orion... anyway I relise that I have controdiked (it kind of looks like the word that I am trying to spell

) my self about the poly count and texture qulity issuses, but hey I did only to prove your last post wrrong Liberator

New excuse for not using SCP high poly ships and textures:
a) to slack to extract them my self (he is something that other people can do, my email is
[email protected])
b) we don't even have all the ships in game yet, once that is done then we can stuff arround with high qulity stuff
c) our HODer only has a GF MX 440 in his computer and I want this mod to have ~ the same frame rate as HW 2 would normaly have on his computer, as it currently stands this is not so
d) download size, for people on dial up its a pain in the ass every time we release a new verion (hey i only have dial up)