Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As father ted says, it also depends on your system ( you can run detailed maps on a " toaster " ) . He's also correct about some maps being poorly optimized. Some poorly made buildings can cause large FPS drops with my system.
When I play Goldcrest valley is always stable 60fps but nonetheless when I play big custom maps my rate drops to 30-50fps specially when driving with the interior camera.
Also, as they say, I notice the fps drops when your are facing or close to a more "basic" mod building not as detalied as a vanilla one can be.
And by the way I have several custom maps in the same folder
what Father Ted sais is right, it's mainly a problem with the optimization.
interesting Viktor's perception, but it's not the grade of detailedness, wich has the opposide effect. more details - less performance.
but those bloke looking cheap-mods buildings are often pooly optimized and may have hidden polygons, unused meshes and such.
and not least, each loads its own texture set. on highly optimized maps you use only one or few texture sets for all the buildings on the maps.
I just can shake my head when I see maps with low-poly buildings with low density textures like ripped from a 1996 shooter, and behind the next field he uses a thousands-poly dirtroad just because he found the prefab...