Hi again s4. Been doing some more testing again, and the built out exe's are still running poorly. Strangely after reverting to the 1.4 alpha and v 1.17 update to fpsc the editor issues cleared up when applying shaders. I can run the editor at around 45-50 fps with full screen shaders, segment shaders and entity shaders active, the only shaders that seem to have a negative effect are the segment ones.
I did a little experimentation building out segments in the older style with older shaders and the effect was negligable on the fps (maybe 1-2 fps faster)
Thing that baffles me is that it runs fine in the editor, better than fine, better than any fps Ivc had out of fpsc.
But the built games are crippled, its around a 30 fps total loss now, thats just building the game with the same settings as the editor. It seems to be localised to the way my system handles segment shaders.
Its not the post effect shaders that are causing the issue (thats what i think of when full screen shaders are mentioned) Its strange.
Id opt in to the beta to help out but having taken apart and rebuilt my game in different ways over and over again to test and whatnot with different parts of the mod, got it looking beautiful and a decent fps only to find once again the built exe had this flaw built into it is really draining my optimism.
Im gonna reorganise my fpsc folders and set up some libraries to make installing and reinstalling over again slightly less hasslesome, once Ive done that Il drop you a message with my skype n we can work something out. TBH I dont really want the static and dynamic shaders to be all super realistice, reflective and bump mapped etc, I really want just a shader that makes entites react properly and uniformly to light, dynamic objects always seem to stand out slightly more than static ones and I feel if they could just get lit properly, with the cartoon style and cel shader, it would look perfect. Im only really experimenting with the shaders at all to achieve that purpose. I understand its a feature of the 4.7 beta which Im going to reinstall now and run the same build through and compare fps changes.
Incidentally. Ive had this issue with fpsc for a while now with regards to collision detection, I have a lot of physics based puzzles and things in mind but it seems a 50/50 crapshot everytime a player drops or throws a held object as to wether it will just vanish through the floor.
Any thoughts on how to prevent this? I keep having a key that no matter what I do keeps falling through the surface of a table from time to time. or through the floor if I drop it, and this doesnt seem to be an issue limited to just that object but a lot of objects but not all the time.
smoke em if you got em