are you kidding? with this machine only 30 fps? i think you must have problems with OS or just too much junk in it i have 1,3ghz AMD Duron 1GB Ram Ati Radeon 9600 256Mb MB: K7S5A i have about 10-30 fps config i use: mat_dxlevel 81 (runs good with 90), and basic commands which are on the wiki it runs fine unless there is 6-7 tanks on each side
I never bought it off of my cousin. I started conducting research, and I learned the x<=500 series of the cards suck. My other cousin (the 8500gt owner's brother, actually) is giving me a 7600GT tomorrow, if he has time after work).
You can just make a new particle effect for each detail level and swap them out... It's not difficult.
I decided to work a little bit on bumgravy's setup. I came out with this at the end i use to have around 20 fps average. It want up about 30 with this setup and with r_decal_cullsize at 5000 instead of 3000 it want up 40 and still looked pretty good. Quality wise i only saw that water looked like shit and that the sun sometimes doesnt look very good but overall its pretty good and wont make you go crazy. There are only a few things i want to figure out like how to keep it so the details on trees are not terrible and i still need to check if maps with suns look like shit. Code: // // Registry // cl_lagcompensation "1" cl_updaterate "101" cl_cmdrate "101" cl_interp "0.01" cl_smooth "0" cl_smoothtime "0" // // Graphics // cl_drawmonitors "0" cl_detail_avoid_force "0" cl_detail_avoid_radius "0" cl_detail_avoid_recover_speed "0" cl_detail_max_sway "0" cl_detaildist "0" cl_detailfade "0" cl_ejectbrass "0" // // // gl_clear "0" flex_smooth "0" lod_enable "1" lod_TransitionDist "1" // // Water // mat_wateroverlaysize "0" r_waterforceexpensive "0" r_waterforcereflectentities "0" r_WaterDrawReflection "0" r_WaterDrawRefraction "0" r_cheapwaterend "1" r_cheapwaterstart "1" r_forcewaterleaf "0" cl_show_splashes "0" // // Light // mat_debug_autoexposure "0" mat_debug_bloom "0" mat_specular "0" mat_fastspecular "1" mat_hdr_level "0" mat_hdr_enabled "0" mat_disable_lightwarp "1" mat_disable_ps_patch "1" mat_disable_fancy_blending "1" mat_autoexposure_max "0" mat_autoexposure_min "0" mat_filterlightmaps "0" mat_disable_bloom "1" mat_bloomscale "0" mat_force_bloom "0" mat_parallaxmap "0" r_dynamic "0" r_lightaverage "0" r_worldlightmin "0" r_worldlights "0" r_maxdlights "0" r_PhysPropStaticLighting "0" r_dopixelvisibility "0" r_ambientboost "0" r_ambientfactor "1" // // Models // g_ragdoll_fadespeed "0" g_ragdoll_important_maxcount "0" g_ragdoll_lvfadespeed "0" g_ragdoll_maxcount "0" r_eyes "0" r_eyemove "0" r_eyegloss "0" r_eyesize "0" r_eyeshift_z "0" r_eyeshift_y "0" r_eyeshift_x "0" r_teeth "0" r_lod "-1" r_rootlod "2" cl_ragdoll_collide "0" // // Shadows // // // Props // props_break_max_pieces "0" props_break_max_pieces_perframe "0" cl_phys_props_max "0" func_break_max_pieces "0" // // Sound // snd_mixahead "0.1" dsp_enhance_stereo "0" dsp_slow_cpu "1" // // Ropes // rope_smooth_maxalphawidth "0" rope_smooth_maxalpha "0" rope_smooth_enlarge "0" rope_wind_dist "0.01" rope_subdiv "0" rope_smooth_minwidth "0" rope_smooth_minalpha "0" rope_averagelight "0" rope_smooth "0" rope_shake "0" rope_collide "0" r_ropetranslucent "0" // // Decals // r_decal_cullsize "3000" // // Violence // violence_ablood "0" violence_agibs "0" violence_hblood "0" violence_hgibs "0" // // Preload // cl_forcepreload 1 sv_forcepreload 1 // // Binds // bind "kp_5" "cl_detaildist 0" // // Misc // fps_max "101" con_enable "1" jpeg_quality "100" cl_downloadfilter "none" cl_hidehints "1" cl_hideactionindicators "1" ///// ///// Clear ///// /////
yes please so we dont have to hear those complaints about not supporting dx 8 anymore also: the last screenshot looked more like minecraft xP
doesnt your subtitle say 'Developer', its your job :p (nah really, i have no clue what stuff to change, it runs fine for me. only thing id like to get rid of is POM, i just always forget to)
would be nice if we just had an UNSUPPORTED Hardware chart, so less topics about why Empires is not running on an Athlon XP 1800+ (has no SSE2). And also a chart what overall performance u can expect from what kind of hardware. In my opinion to properly play Empires u need a Nvidia GT 200/300/400 series Graphics Card, or ATI 5770 or equivalent and a modern dual Core CPU (not because of cores, just cause of overall performance) and at least 2 gig of ram.
Dear lord you shouldn't need that much power for a Source Engine game, I get more fps on UDK then Empires >
I'm looking into getting DX8 back into Empires, it was removed for no reason. TF2 supports DX8 still yet it has way more shaders and effects then empires People who play on DX8 don't expect their game to look pretty so we don't need to worry about glitches and bugs. You CAN'T Cheat using DX8 by looking through smoke or water, that is a myth, Source makes a overlay over smoke and water to make sure
Overclock your CPU. Does wonders for a CPU core capped game like Empires. I have 6 cores and a 560ti and yet Emp runs like shit compared to Battlefield 3 on full.
I start to believe that Empires is actually highly optimized for a computer-system that is non-existent on the market. Can't we use that as a marketing strategy and let gamers in the world benchmark their systems with empires? Just like Crysis back in the day when it cam out and there was no proper hardware to run it on..