《鐵血聯(lián)盟:卷土重來(lái)》安裝v1.11升級(jí)補(bǔ)丁后高難度下卡頓問題分析
《鐵血聯(lián)盟:卷土重來(lái)》在安裝了最新版本v1.11的升級(jí)補(bǔ)丁后,在高難度的城市巷戰(zhàn)地圖下,會(huì)非?ǎ呀(jīng)無(wú)法正常游戲了,要解決這個(gè)問題的話,不妨看看下面的分析與解決辦法吧。
藍(lán)曰補(bǔ)丁自帶三種難度的perception文件,用高難度,一路無(wú)事,但打到肯布亞(第一個(gè)大量建筑的地圖)時(shí)忽然非?ā(jiān)持清掉肯布亞后一路正常直到圣莫娜時(shí)再次出現(xiàn)卡頓情況。如無(wú)意外,應(yīng)該有很多同學(xué)遭遇了這種問題。卡頓導(dǎo)致的情況是操作丟失而不是延遲,遂推測(cè)為運(yùn)算卡而不是畫面卡。于是開始排查問題。
對(duì)三種難度的補(bǔ)丁分項(xiàng)測(cè)試結(jié)果是敵人視野半徑過大導(dǎo)致卡頓 個(gè)人推測(cè)應(yīng)該是每一個(gè)敵人太大的視野范圍涉及到過多建筑物的障礙運(yùn)算時(shí)形成了太多冗余運(yùn)算,因?yàn)閷?shí)測(cè)中將地圖中的敵人清到只剩十來(lái)個(gè)時(shí)照卡不誤,顯然不會(huì)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(duì)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(shuō),將視野改為Normal難度的數(shù)據(jù),即游戲運(yùn)算速度恢復(fù)正常。
綜上,如果你也遭遇了巷戰(zhàn)場(chǎng)景卡吐血的情況,同時(shí)你的機(jī)器也不夠牛逼,你可能只有一個(gè)選擇:降低Hard難度下敵人的視野半徑數(shù)值。
補(bǔ)充:如果你是個(gè)純英文盲,甚至連字典都不會(huì)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(wú)法游戲要強(qiáng),希望這些能解決你的問題喲。
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