danielstuart14 13 Posted October 3, 2014 (edited) I sent this email to Matt Lightfoot, and here's the email:(English isn't my main language) Hi! We're from DayZ Standalone Brasil, and we think that we figure out how make dayz be more optimizated! DayZ have a lot of polygons useless, so one of our members have extracted all the ArmA 2 textures (we used arma 2 because we don't want to be banned testing in DayZ SA) and he have edited it making more simple.For exemple the Pine tree, DayZ: http://prntscr.com/4sjyxvArmA II: http://prntscr.com/4sjz0n Only optimizing this tree we got 5/10 fps more.DayZ Pine have 7988 polygons and the arma II pine have 2364. There is a lot of polygons that you can exclude. It's VERY useless. This member, make a tree with only 350 polygons (optimizing the stock pine) and it still have the same quality. Autodeskhttp://prntscr.com/4sjrnz BF4 have 60% less polygons than dayz, and it can make the diference.DirectX won't help you, it only will help you after the optimization of all the objects. here's the email of member: regularplays@gmail.com (he don't speak english, so, you can make all your questions to me, if you want.) Like our page: https://www.facebook.com/dayzstandalonebrasil (We got 16k likes) THX Edited October 3, 2014 by daniel.stuart14 9 Share this post Link to post Share on other sites
Rags! 1966 Posted October 3, 2014 Way to take feedback to the next fucking level. 4 Share this post Link to post Share on other sites
XtremeGamer 8 Posted October 3, 2014 I think devs should seriously take a look at this. Instead of lowering the render distance, they should at least add an option to render the enviroment with less polygons. Share this post Link to post Share on other sites
IkaikaKekai 1957 Posted October 3, 2014 You should probably remove your fiend's email address from a public forum, unless he wants to spend the next few days unsubscribing from a bunch of crap and spam. 2 Share this post Link to post Share on other sites
DemonGroover 8836 Posted October 4, 2014 Matt no longer works on DayZ. He makes tea for the Arma 3 team. 5 Share this post Link to post Share on other sites
Smokey420 (DayZ) 74 Posted October 4, 2014 It was unplayable for me until I used this guide and made some tweaks. http://dayzintel.com/dayz-standalone/dayz-standalone-performance-guide Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted October 4, 2014 I get like 70 fps in the forests though. Share this post Link to post Share on other sites
Judopunch 523 Posted October 4, 2014 I get like 70 fps in the forests though.However, when your in a city, you still render areas of the forest around the city. By eliminating this massive amount of waste you would get more fps everywhere. If the trees are this bad, I can only imagine how bad the rest of their models are. I hope that when they replace the rendered they will also be able to work on things like this. 1 Share this post Link to post Share on other sites
hleVqq 139 Posted October 4, 2014 (edited) They need to make it so the game doesn't render stuff you can't see. Sure, lowering the poly count helps as well, but first things first. Edited October 4, 2014 by Powerhouse Share this post Link to post Share on other sites
danielstuart14 13 Posted October 4, 2014 (edited) I think devs should seriously take a look at this. Instead of lowering the render distance, they should at least add an option to render the enviroment with less polygons.Yes, another problem in DayZ is that polygons are the same if the object is at 1000m or 10m of you. Only texture is downsample. Matt no longer works on DayZ. He makes tea for the Arma 3 team.Ohh, I didn't know about that. Sorry (Matt tea seems to be good xD ) However, when your in a city, you still render areas of the forest around the city. By eliminating this massive amount of waste you would get more fps everywhere. If the trees are this bad, I can only imagine how bad the rest of their models are. I hope that when they replace the rendered they will also be able to work on things like this. Yep, Firestation, Market, and Police Station are optimized. (some other constructions, too). But, a lot aren't. Like the Cherno's buildings (next to hospital) / Chapaevsk's buildings (on the side of balota). (These buildings have many polygons, more than anything that I have ever seen. rly) Edited October 4, 2014 by daniel.stuart14 Share this post Link to post Share on other sites
Judopunch 523 Posted October 4, 2014 Yep, Firestation, Market, and Police Station are optimized. (some other constructions, too). But, a lot aren't. Like the Cherno's buildings (next to hospital) / Chapaevsk's buildings (on the side of balota). (These buildings have many polygons, more than anything that I have ever seen. rly)Was there a reason for the high poly count? I know that the engin is old and that they are using instances of the trees and buildings. I would assume this is left over design from before displacement and bump mapping techniques were as good as they are today. Can you shed some light on this? Share this post Link to post Share on other sites
danielstuart14 13 Posted October 4, 2014 (edited) Was there a reason for the high poly count? I know that the engin is old and that they are using instances of the trees and buildings. I would assume this is left over design from before displacement and bump mapping techniques were as good as they are today. Can you shed some light on this?Probably because, first you create the object using all the polygons that you need. After this, you would need optimize it, using some tweaks and / or deleting useless polygons in object. And they aren't doing it. Engine don't need new technologies for it, you can optimize objects for GTA SA, por exemple. I really don't know why they aren't optimizing. Maybe, they are waiting for all the objects be on the game, and after this, they'll start to optimize.OBS: There is too, a tweak called LOD, that downsample the polygons with the distance. This is really cool, and IDK too why this isn't in-game yet.Only mipmapping is in the game for now. This is a old way to do LOD that downsample only the textures. Edited October 4, 2014 by daniel.stuart14 Share this post Link to post Share on other sites
Judopunch 523 Posted October 5, 2014 Probably because, first you create the object using all the polygons that you need. After this, you would need optimize it, using some tweaks and / or deleting useless polygons in object. And they aren't doing it. Engine don't need new technologies for it, you can optimize objects for GTA SA, por exemple. I really don't know why they aren't optimizing. Maybe, they are waiting for all the objects be on the game, and after this, they'll start to optimize.OBS: There is too, a tweak called LOD, that downsample the polygons with the distance. This is really cool, and IDK too why this isn't in-game yet.Only mipmapping is in the game for now. This is a old way to do LOD that downsample only the textures. Its probably going on with the work on the rendered. Hopefully this is only going to make the game more awesome! Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted October 5, 2014 However, when your in a city, you still render areas of the forest around the city. By eliminating this massive amount of waste you would get more fps everywhere. If the trees are this bad, I can only imagine how bad the rest of their models are. I hope that when they replace the rendered they will also be able to work on things like this. No, you only render what you're looking at. There may be a few trees here and there but they're not the cause of the drop. The framerate drops in large towns is not a poly issue, its a texture issue. OBS: There is too, a tweak called LOD, that downsample the polygons with the distance. This is really cool, and IDK too why this isn't in-game yet.Only mipmapping is in the game for now. This is a old way to do LOD that downsample only the textures.Arma and DayZ use resolution LODs for pretty much everything. Why do you say they're not? Share this post Link to post Share on other sites
Judopunch 523 Posted October 5, 2014 No, you only render what you're looking at. There may be a few trees here and there but they're not the cause of the drop. The framerate drops in large towns is not a poly issue, its a texture issue. I was under the impression, from dev blogs and discussions, that one of the major flaws and problems of the arma engine is that it doesnt render only what your camera can see. And that its the major cause of fps drops. However the un-optimized high polly nature of most of the buildings as discussed in this thread also seems to be part of the problem. Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted October 5, 2014 (edited) I was under the impression, from dev blogs and discussions, that one of the major flaws and problems of the arma engine is that it doesnt render only what your camera can see. And that its the major cause of fps drops. However the un-optimized high polly nature of most of the buildings as discussed in this thread also seems to be part of the problem. They use quite a few lods for structures and smaller items won't even render at a distance. Are you looking at the models for the updated structures with the interiors? Edited October 5, 2014 by SausageKingofChicago Share this post Link to post Share on other sites
Caboose187 (DayZ) 3036 Posted October 5, 2014 Devs can fix fps when not being in alpha and going to into beta :rolleyes: . Wait 1 Share this post Link to post Share on other sites