The Commander, on 24 January 2015 - 11:44 PM, said:
Most of the variables you asked about can be changed in the console at the moment using r_pr_ followed by the name of the variable.
Thanks for the info. Found the list of Polymer commands too and tested it a bit. Of course, the console only allows you to change the number of overall lights and passes in total, yet the framerate still doesn't compare to Polymost's or my other games, and can still hit 12-20fps and just stay there for a long while. Most games use a draw distance for the effects, and i'm pretty sure that many super smooth games like Uncharted 2/3 would run like crap too if they extended the shadow and lighting draw distance almost to infinity like Polymer does at the moment.
It did help to an extent, but it wasn't the performance boost I expected. Removing certain effects didn't do as much as I expected, either. In the end, i'm betting on there also being an overall engine and/or shader usage efficiency problem which will have to be isolated later on. In detail, beforehand, the game would get up to 30-60fps with VSYNC on at maximum, even during Critical Mass's explosive ending or under a large shadow spotlight or two, its just that it's way too easy for it to begin lagging badly too, in either big areas or just in general too.
Perhaps in the future, I'll get something like 20-30fps on average.
Micky C, on 25 January 2015 - 02:21 AM, said:
It's no secret that polymer has long been unoptimised. The good news is that it should run much, much faster when it's closer to finished. I've heard that someone may be working on improving it at the moment, however what the end result of this is or when it'll be made public could be anyone's guess.
I kinda forgot this thing was unfinished as its been out for several years now.
As for what this other person might be doing, i'm hoping it is some sort of tweak or the addition of advanced graphics options at least (so people don't have to use the console). Maybe it's just a set of maphack files which decreases the number of lights save for the shadow map spots. Seems like good news if it happens.