Got a problem with my VGA and so, needed to “downgrade” the system from a GTX460 to a GTS250.
While I do plan in restore the system specs (maybe a GTX750…) This led me to discover that some of my maps are “heavy” to render, nothing related to triangle/vertex count, but within lights.
Reading the docs I’ve seen the tips about Stationary, but this is not the case. A test map where the soil is composed from just one BSP Block presents minimal Framerate drop (60 to 48 or so) with the same number of dynamic/stationary lights, but on another level where I’m using landscape the framerate drop leds to the game becoming barely playable (19- FPS), if I do delete all the objects that holds the lights (dynamic, stationary/whatever) I get back to 60 FPS.
I would blame shader model restrictions (GTS250 - SM4, GTX460 - SM5), but this would “theoretically” influence both lights on BSP and Landscape geometry, I didn’t use any DX11 advanced feature so I think that this is not the case either.
I don’t know whats happening, my only “bet” is that each light is being calculated to the “whole” landscape geometry (and because this I choosed to discuss this on the Content Creation area) and maybe I’m not working right with lights. Maybe something I’ve missed…
Any tips would be amazing.