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Thread: CCTVs - Vanilla version

  1. #16
    Community Moderator xyth's Avatar
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    Did you try using 4 of the 0-3 monitors and pause each one on a different camera fullscreen?

  2. #17
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    Thx Love it *-*

  3. #18
    Hunter dutchplayers's Avatar
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    --updated--

    Fixed the problems with the latest update

    Works great! But a FPS eater xD
    Last edited by dutchplayers; 02-22-2019 at 09:48 PM.

  4. #19
    Community Moderator xyth's Avatar
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    Glad you got it working. I didnt notice a fps hit, but i have a beast of a rig.
    Last edited by xyth; 02-22-2019 at 09:50 PM.

  5. #20
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    Quote Originally Posted by xyth View Post
    Did you try using 4 of the 0-3 monitors and pause each one on a different camera fullscreen?
    That did it...unbelievable

  6. #21
    Community Moderator xyth's Avatar
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    Quote Originally Posted by dutchplayers View Post
    --updated--

    Fixed the problems with the latest update

    Works great! But a FPS eater xD
    I will push a fix for the heavy FPS use shortly. I noticed im rendering out 1000 blocks on each camera....yikes! lol. I will reduce the culling to about 100 blocks, and we can adjust more or less based on feedback.

    Ok, version 1.12 pushed, culling distance at 100. Feedback please. I can make a potato version if needed.
    Last edited by xyth; 02-22-2019 at 10:58 PM.

  7. #22
    Zombie Hunter bdubyah's Avatar
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    Looking good! I wouldn't mind having a larger monitor, but still just for 4 cameras. So you have the smaller 0-3 and 4-7 versions, then have a larger 0-3 and 4-7 version, and then maybe one that displays all 8 at once? Just an idea.

  8. #23
    Community Moderator xyth's Avatar
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    Version 1.2 : By request - Added larger monitors and smaller camera models.

  9. #24
    Hunter dutchplayers's Avatar
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    Quote Originally Posted by xyth View Post
    Version 1.2 : By request - Added larger monitors and smaller camera models.
    Perfect!

  10. #25
    Community Moderator xyth's Avatar
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    Can I get some feedback on the FPS impact on the latest version with rendering distance reduced to 100? I can make it any number, but I only have 1080/i7 and a 1050TI/i3 machines to test on. The FPS impact of 4 cameras on the smaller one was minimal at 100.

  11. #26
    Hunter dutchplayers's Avatar
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    With my GTX1060 3GB & i3-7350K i normaly have around 60 FPS with my settings. Using the latest update i got around 30 FPS.

    It is better now, but still at least 50% frame drops. <- if use all 8 cams
    Our server players are experiencing the same.

  12. #27
    Community Moderator xyth's Avatar
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    Thanks for confirming. I will push a new version when I return home later this week that will improve it even more.

  13. #28
    Hunter dutchplayers's Avatar
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    Quote Originally Posted by xyth View Post
    Thanks for confirming. I will push a new version when I return home later this week that will improve it even more.
    Thanks!

  14. #29
    Community Moderator xyth's Avatar
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    To decrease fps drop per camera, I need to reduce how much each camera renders at once. Think of a camera as a player. The player can reduce his rendering distance in video settings and us to be able to reduce field of view as well. Currently rendering distance is 100 and FOV is 80. Next release I thought I would reduce draw distance to 60 and FOV to 60. I could increase pan degrees if needed to compensate for reduced fov but will need input on that.

  15. #30
    Guppycurian Forum Whore Guppycur's Avatar
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    Next to 0 FoV and pan more.

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