BlazeStryker Posted April 30 Share Posted April 30 Seriously, how hurtful to framerate is this endless shifting lightshow outside of mapped space? I figure it has to be awful; anytime some goof makes part of the floor or ceiling of an interior space poof (hey, that rhymed!) the framerate slows down like someone sprayed your computer or console with a Cryolator. Link to comment Share on other sites More sharing options...
NeinGaming Posted July 21 Share Posted July 21 I don't think it is? Unless I am thinking of the wrong thing, that's the result of the frame not getting blanked out between frames, and nothing new being drawn in those areas (so stuff from the previous frame remains there), which technically is less work for the GPU. 1 Link to comment Share on other sites More sharing options...
ImmortalAbsol Posted July 22 Share Posted July 22 I also thought it was the case. I was of the impression the void doesn't exist while it cannot be seen, and that the visual effect was the result of there being nothing there and because you aren't supposed to be seeing. I don't know that there would be a to get rid of it without an engine overhaul or rendering a mask to not see it, which would definitely cost more resources than leaving it alone. I could be wrong on both but that explanation feels right. Link to comment Share on other sites More sharing options...
RoNin1971 Posted July 22 Share Posted July 22 I suspect the glow is because its white. Anything white (or light grey) will glow in-game. Its easy to prevent for internal areas. Set it to black, with a 'sky'. No glow, no trailing textures. ...but its a bit much to change each and every cell. Edit: That is: Edit the cell : Under the tab "lighting" turn on "Show Sky" & set it to "moonlight only". This will result in a black void, without any texture trailing/smearing while moving around. Should have been default for all internal cells, imho. Link to comment Share on other sites More sharing options...
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