@All
I will try to fix some of the issues you have with the draw call optimizer and the performance beta.
Currently this has been fixed:
PE: Fix for waypoints not displaying.
PE: Fix - Removed immobile objects from draw call optimizer.
https://github.com/TheGameCreators/GameGuruRepo/commits/Beta-Performance-Fixes
We was brave to enable the draw call optimizer on all objects in this beta , but we have not seen many objects with problems , so ...
Anyway sure there will be problem with objects , not all will support this way of optimizing. So this will properly be disabled by default in the PP.
But there will be some huge increases in speed if you make your .fpe files work with the draw call optimizer, here is a list of new .fpe commands you can use to mark your objects.
NEW FPE SETTINGS:
drawcalloptimizer = 1
drawcalloptimizeroff = 1
drawcallscaleadjust = -40
If you have validated that a object work with the draw call optimizer you should add this entry to the fpe.
drawcalloptimizer = 1
If the object have scale problems , you can adjust this by using:
drawcallscaleadjust = -40
drawcallscaleadjust = 0 Will not adjuse the scale.
drawcallscaleadjust = 40 will make the optimized object larger.
drawcallscaleadjust = -40 will make the optimized object smaller.
If the object simple dont work , you should add:
drawcalloptimizeroff = 1
I like to support many more objects by default , so:
@Tarkus1971: looks like your wall , and the blue at the roof is causing your level problems , could you try to add: "drawcalloptimizeroff = 1" to the fpe of these objects and check if this fix your level , if so zip the objects and email it to me so i can check what the problem is with those: plemsoft@plemsoft.com
@Gtox The animax=1 will only disable the draw call optimizer , instead you should add "drawcalloptimizeroff = 1" to the fpe. Also i like to try to add support for these trees , could you zip one of the tress that had problems and email it to me: plemsoft@plemsoft.com , and i will check if we can support them by default
@synchromesh: looks like you have a scale problem with your models , could you try to zip one of them and email it to me ? : plemsoft@plemsoft.com
@reliquia: Not sure what you mean by "Also shadows following player in outside maps" could you try to make a screen shot ?
@reliquia: "Shiny stuff is no longer shiny and lots of pits\blotches happening." , there was a change to the way the direction of the specular is calculated , but a shader recompile should have fixed that could you try "forceloadtestgameshaders=1" again and let me know if it fix it ?
@All F9: will disable the draw call optimizer so your able to edit the level , thats why the problem go away when you hit F9.