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Theory on the load hits.


Knock-Knock

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Was thinking, that every object, unit etc. in DCS, has to be build in the shader library, and it does so the first time its loaded. So if you are on a server for example, and a unit of sorts loads in, that you havent loaded before, it will take longer, cause the shaders for this unit has to be build. And if its a unit/skin/livery you have loaded before, it will load in a lot faster.

Hence why it takes so much longer to load a map / mission, the first time after the shader library has been deleted for example. And can also explain why the trick of loading a heavy online mission in single player first, lowers the risk of being timed out when joining the given server, running that specific mission?

 

And sometimes after an update when there have been changes to shaders or what ever, every unit/object/map making use of this shader or shadersd, rebuilds the first time its loaded again. And this goes on and on and on.

 

Is that a correct assumption? And if so, I guess having a mission that has every single unit placed on the map, will force their shaders to be build, so when you encounter one the next time, it will load in a hole lot faster?

 

And again, wouldnt it be possible to force shader rebuilds outside DCS, as a feature, something we can run after an update, if needed? Of course all based on the above being correct.

 

Just some friday afternoon speculation :)

- Jack of many DCS modules, master of none.

- Personal wishlist: F-15A, F-4S Phantom II, JAS 39A Gripen, SAAB 35 Draken, F-104 Starfighter, Panavia Tornado IDS.

 

| Windows 11 | i5-12400 | 64Gb DDR4 | RTX 3080 | 2x M.2 | 27" 1440p | Rift CV1 | Thrustmaster Warthog HOTAS | MFG Crosswind pedals |

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