《鐵血聯(lián)盟:卷土重來》安裝v1.11升級補丁后高難度下卡頓問題分析
《鐵血聯(lián)盟:卷土重來》在安裝了最新版本v1.11的升級補丁后,在高難度的城市巷戰(zhàn)地圖下,會非?,已經(jīng)無法正常游戲了,要解決這個問題的話,不妨看看下面的分析與解決辦法吧。
藍(lán)曰補丁自帶三種難度的perception文件,用高難度,一路無事,但打到肯布亞(第一個大量建筑的地圖)時忽然非?ā猿智宓艨喜紒喓笠宦氛V钡绞ツ葧r再次出現(xiàn)卡頓情況。如無意外,應(yīng)該有很多同學(xué)遭遇了這種問題?D導(dǎo)致的情況是操作丟失而不是延遲,遂推測為運算卡而不是畫面卡。于是開始排查問題。
對三種難度的補丁分項測試結(jié)果是敵人視野半徑過大導(dǎo)致卡頓 個人推測應(yīng)該是每一個敵人太大的視野范圍涉及到過多建筑物的障礙運算時形成了太多冗余運算,因為實測中將地圖中的敵人清到只剩十來個時照卡不誤,顯然不會單純是CPU力不從心的問題。具體如下,摘出不同難度MOD文件以示:
HARD難度的敵人屬性比例:
MinHearDistance 100.0 // was 50.0
MaxHearDistance 450.0 // was 400.0
MinViewDistance 150.0 // was 50.0
MaxViewDistance 750.0 // was 400.0
MinHalfViewAngle 60.0 // was 20.0
MaxHalfViewAngle 180.0 // was 110.0
UnalertedViewDistanceFactor 0.75 // was 0.5
UnalertedViewAngleFactor 0.75 // was 0.5
SilencerFactor 0.085 // was 0.25
DefaultMercHalfViewAngle 140.0 // was 110.0, used for human non-guarding players. Always overrides perception calculated values to avoid hassle with detecting items etc.
DefaultMercViewDistanceFactor 0.6 // was 0.5, used for human non-guarding players
GuardingMercViewAngleFactor 0.7 // was 0.5, used for human guarding players
OccludedHearability 0.2 // was 1.0 (well okay it didn't exist at all)
Normal難度的敵人屬性比例:
MinHearDistance 55.0 // was 50.0
MaxHearDistance 300.0 // was 400.0
MinViewDistance 65.0 // was 50.0
MaxViewDistance 600.0 // was 400.0
MinHalfViewAngle 50.0 // was 20.0
MaxHalfViewAngle 120.0 // was 110.0
UnalertedViewDistanceFactor 0.45 // was 0.5
UnalertedViewAngleFactor 0.55 // was 0.5
SilencerFactor 0.125 // was 0.25
DefaultMercHalfViewAngle 130.0 // was 110.0, used for human non-guarding players. Always overrides perception calculated values to avoid hassle with detecting items etc.
DefaultMercViewDistanceFactor 0.6 // was 0.5, used for human non-guarding players
GuardingMercViewAngleFactor 0.7 // was 0.5, used for human guarding players
OccludedHearability 0.6 // was 1.0 (well okay it didn't exist at all)
可見hard難度的視野數(shù)據(jù)基本都增加了三分之一左右,而這體現(xiàn)在圓周面積上大了可遠(yuǎn)不止三分之一。文件里其它數(shù)據(jù)也都已對比排查過了,結(jié)論卡頓情況與視野直接相關(guān)且只與視野相關(guān)。以上述情況說,將視野改為Normal難度的數(shù)據(jù),即游戲運算速度恢復(fù)正常。
綜上,如果你也遭遇了巷戰(zhàn)場景卡吐血的情況,同時你的機器也不夠牛逼,你可能只有一個選擇:降低Hard難度下敵人的視野半徑數(shù)值。
補充:如果你是個純英文盲,甚至連字典都不會查,那么推薦你用上面摘出的Normal文件數(shù)據(jù)復(fù)制替換掉Hard文件里的相同部分。
降低難度雖然減少了游戲的樂趣,但總比卡得無法游戲要強,希望這些能解決你的問題喲。
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