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Thread: Framerate in replays.

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  1. #1

    Icon5 Framerate in replays.

    I've just got a new computer, and since Shogun 2 is the most demanding game I have, I'm currently stress-testing the game a bit in order to gauge how far the game can be pushed before the FPS-loss starts becoming really significant, and also to find out what situations tax my computer more than others.

    The obvious thing to do, here, is play a bunch of battles under different circumstances. I figured the best way to maximize the efficiency of this, is by saving some of the replays so that I can watch the events again with the camera in different places at different times.

    Here's my question, though - how much can I trust replay FPS as opposed to actual in-game FPS?

    I'm wondering if perhaps replays might be less demanding than ordinary gameplay because the game is just playing off a recording as opposed to calculating in-game events and AI orders in real-time.

    Does anyone have a clue about this sort of thing?

    (I was initially going to post this in the "Technical Help" -section, but then figured that since I wasn't exactly having a problem with the game itself, it wouldn't be appropriate.)
    Last edited by InferiorBeing; July 20, 2012 at 06:30 AM.
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  2. #2

    Default Re: FPS in replays.

    Quote Originally Posted by InferiorBeing View Post
    I've just got a new computer, and since Shogun 2 is the most demanding game I have, I'm currently stress-testing the game a bit in order to gauge how far the game can be pushed before the FPS-loss starts becoming really significant, and also to find out what situations tax my computer more than others.

    The obvious thing to do, here, is play a bunch of battles under different circumstances. I figured the best way to maximize the efficiency of this, is by saving some of the replays so that I can watch the events again with the camera in different places at different times.

    Here's my question, though - how much can I trust replay FPS as opposed to actual in-game FPS?

    I'm wondering if perhaps replays might be less demanding than ordinary gameplay because the game is just playing off a recording as opposed to calculating in-game events and AI orders in real-time.

    Does anyone have a clue about this sort of thing?

    (I was initially going to post this in the "Technical Help" -section, but then figured that since I wasn't exactly having a problem with the game itself, it wouldn't be appropriate.)
    I used FPS mode in a 2v2 and the replay looks fine to me.
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  3. #3

    Default Re: FPS in replays.

    I used FPS mode in a 2v2 and the replay looks fine to me.
    What's "FPS mode"?
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  4. #4

    Default Re: Framerate in replays.

    Quote Originally Posted by InferiorBeing View Post
    Here's my question, though - how much can I trust replay FPS as opposed to actual in-game FPS?

    I'm wondering if perhaps replays might be less demanding than ordinary gameplay because the game is just playing off a recording as opposed to calculating in-game events and AI orders in real-time.
    No, actually replays are only the recording of in-game events; the replays does recalculate them again (which is why they can be infamously incorrect). The AI doesn't need to do any decisions anymore, so that should have an impact on the performace, but my guess is that's negligable, at least as long as you only have one opponent.

    I'd say the FPS is mostly influenced by how many units are displayed, at what level of detail (zooming in violently breaks the framerate), particle effects, and maybe how much the camera is moved around; so replay FPS should be comparable to in-game.
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  5. #5

    Default Re: Framerate in replays.

    No, actually replays are only the recording of in-game events; the replays does recalculate them again (which is why they can be infamously incorrect). The AI doesn't need to do any decisions anymore, so that should have an impact on the performace, but my guess is that's negligable, at least as long as you only have one opponent.

    I'd say the FPS is mostly influenced by how many units are displayed, at what level of detail (zooming in violently breaks the framerate), particle effects, and maybe how much the camera is moved around; so replay FPS should be comparable to in-game.
    Ah. Well, that certainly is encouraging.
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