What are some commonalities you notice when your course/certain holes have chugging/FPS issues?
On a course of mine, I had the plant meter nearly full but no FPS issues. As a precaution, I went through and began clearing excessively "planted" areas to mitigate any future issues. Now, with a plant meter at 75%, I have three holes that have some lag issues. My only guess for those holes is that some water layers have been added and the sun angle is hitting rock faces differently.
Anyone else notice lag issues from features other than a large volume of planted items?
My TGC 2019 courses: The Rouxgaroux (Tour) Alluvial 82 Golf Club - PS4: lordprimeau25
Post by 15eicheltower9 on Apr 23, 2019 10:36:32 GMT -5
Just some observations i've made while rangering courses.
The game loads different objects from different distances. Like when you see some plants from farther away and others pop up as you move closer. So the amount of planting in an area doesn't effect fps per se. The amount of planting that is loaded in a certain view does. Also animations seem to have a larger affect. Waterfalls around the green with a lot of trees and grasses might cause some lag. You have the planting itself, and on top of that the animation from the waterfall, flag, golfer, and possibly crowds. It seems to be a combination of a lot of different things.
Post by Violinguy69 on Apr 24, 2019 11:47:36 GMT -5
Lots of BARs (big A!! rocks). Or hundreds of small ones. The new trend seems to be lots of rocks around water hazards (a la Bay Hill). It's pretty, but it causes major lag in most cases.
2019 Courses: AVAILABLE NOW! - Commonwealth Country Club - Dream Team Comp. Course Bastiaan Bluffs Golf Club - CC Contest course High Point Country Club Old Henry's Shipyard GC (contest) Keola Wahi Plantation
Post by ErixonStone on Apr 26, 2019 0:10:58 GMT -5
In order to understand Frame Rate issues, you need to understand a little bit about how the game's refresh rate is determined. In basic terms, the game runs on a constant loop of code that just keeps getting executed over and over. The number of times, per second, your computer or console can execute the game's loop determines the frame rate.
Obviously, more complex calculations will take more processing time and will slow the frame rate down. So, here are some things to consider:
1. Is the object drawn on-screen? Displaying graphics is, by far, the most complex task a computer can do. There are just so many elements and calculations that the processor needs to handle.
2. Does the object create shadows? Shadows are basically mirror images of an object, colored in a single, dark color. Shadows effectively double the processing time.
3. Does the object move? Applying physics and motion to objects requires a lot of complex math.
4. Does the object have collision properties? Objects that are solid have a wire mesh frame underneath the textures that is constantly checking for collisions with other objects (such as, say, a golf ball). Larger objects have more complex meshes.
So, following these guidelines, you can kind of figure out what is causing any lag. The biggest culprits are:
Waterfalls (shadows, movement) Trees, even buried trees (shadows, movement, collision) Large Buildings (shadows, collision) Rocks (shadows, collision) Crowds (shadows, movement)
Grasses and plants tend to not impact the frame rate unless they are very heavily concentrated. Bodies of water tend to be kind to frame rates.