Total War: WARHAMMER III

Total War: WARHAMMER III

Deithland: An Empire Roster Overhaul
High performance impact
Loving the units so far, but I think they might be a bit too detailed? I am not sure.

I have a pretty strong rig, but on high graphics settings (though I am using FXAA not TAA) whenever I look at your units on the map my fps drops by 30 and at long distances, 50 frames.

This does not happen with other modded troops like the the OvN Lost Faction Femir.

Could it be that the game tries to render the units in full detail constantly even when looking from afar?
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Showing 1-10 of 10 comments
Doktober  [developer] 25 Jun @ 8:33am 
Believe me I did my very best to balance visual fidelity and performance, going so far as to do almost every LOD for almost every unit manually rather than auto-generating them and calling it a day. A regular army build with a decent rig shouldn't dip performance, but if you're doing large armies in custom battles full of Deithguard, then yes it's gonna tank frames.

You have my promise that I'll keep performance in mind, but it's an issue that will resolve itself as time goes on and more and more people upgrade their computers.
Doktober  [developer] 25 Jun @ 1:04pm 
That said, I will take another look at low poly models to see if it can help with performance!
Originally posted by Doktober:
Believe me I did my very best to balance visual fidelity and performance, going so far as to do almost every LOD for almost every unit manually rather than auto-generating them and calling it a day. A regular army build with a decent rig shouldn't dip performance, but if you're doing large armies in custom battles full of Deithguard, then yes it's gonna tank frames.

You have my promise that I'll keep performance in mind, but it's an issue that will resolve itself as time goes on and more and more people upgrade their computers.


This seems fully reasonable. But my scenario sees a strong rig, in a campaign battle, with only half of the units being Deithland units, fighting an entirely modded enemy army. I have made a small recording with an fps tracker in the top right to show the issues.

https://youtu.be/ARsV9qJtSJs

Please Excuse my poor presentation and stumbling voice. I was battling (and still am) a straptokokken infection so it was difficult to present coherently.
Can you put down a regular Kislev or Bretonnian Army versus the modded Empire army? Like you said yourself, this example of yours has the high FPS side a little too many large units.
Originally posted by кят ⁧⁧ᴱˣᶠᵘᶻᵉ:
Can you put down a regular Kislev or Bretonnian Army versus the modded Empire army? Like you said yourself, this example of yours has the high FPS side a little too many large units.

In the video I did angle my camera towards both the enemy army as well as my front line of vanilla units and the fps drop was still not akin to just looking towards the Deithland units. I will give it a whirl tomorrow but it doesn't matter too much. My fps drops by 40 to 60 from an army of just 8 or so Deithland units. That is already too much fps for a normal 1 on 1 army battle. The units just seem to be taking too much to render.

I have an i9-10850k processor with a rts 3080 and 64 gb of ram. The pc isn't the issue and these frame drops are not normal for any other vanilla or modded units I have played with. The only logical conclusion is that the units are not well optimized or some mod is somehow impacting the Deithland units and making them slurp frames.
+1 on a weaker rig it's more noticeable, dropping from 80fps to 25-30fps. There must be something triggering it in this mod.
Nuri 4 Jul @ 4:37pm 
+1 , my rig is not the best but its not bad either and i get consistent fps drops , i can host massive battles with other modded units and at most i have 30-40 fps, but with one unit centered around this mod i get 10fps when panning over them
Scorch620740 5 Jul @ 9:38am 
Hi, love the mod.
My only issue has been the high performance impact. I've seen other people mentioning this as well.
I had a look in the tables and saw that you haven't designated the low poly and super low poly in db variants_tables. This means the game is always loading the highest poly models rather than switching to the low poly ones when zoomed out.
Hope this helps and good luck with the mod.
Doktober  [developer] 6 Jul @ 8:11am 
Alright I'm gonna try out a stop-gap solution by setting the super low poly model to something already in the game. I still can't get into asset editor to make my own, but that will come later.
also have this issue but i am still enjoying the thing
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