Author Topic: Performance: ASCII Vs Binary.  (Read 1029 times)

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Performance: ASCII Vs Binary.
« Reply #15 on: November 20, 2010, 10:02:20 pm »


               AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHH!!! And then, some AAAAAAAAAAAAAARRRGHH!!! Calvin, the damn thing is utter chaos, I say! The forum says "binarizing" your models is all great and cool, but subsequent posts say it isn't such a big deal, and that you shouldn't do so on override files because it may frak your game... ONLY TO RETURN TO THE WHOLE THING BEING GOD'S GIFT TO US NEVERWINTER NIGHTS FANS!!! What am I supposed to believe or do? I've already binarized 4000+ files in Override, and was about to start converting all of the models in my haks!
               
               

               
            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Performance: ASCII Vs Binary.
« Reply #16 on: November 20, 2010, 11:07:02 pm »


               All I can say is I have a GTX 295, and I've not had any issues with performance in NWN other than framerates dropping to maybe 30-50 in heavy graphic situations.  I run a E8600 dual core processor, so it does have more horsepower for NWN.





I've run a lot of heavy custom content with high poly counts without issue.



The big issue I've found with compiling models is some things like robes will break them, pretty sure compiling throws off the skin weights on robes.



Compiling models is a good idea for increased performance, but you'll not see that benefit if something exists in both your hak and your override, since hak is > override.  



I certainly don't know all there is to know about ASCII vs MDL's, those are just some of the most insightful posts I've read on the subject.
               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Performance: ASCII Vs Binary.
« Reply #17 on: November 21, 2010, 04:19:51 am »


               Thanks for your candor, Calvin. It seems I may get lucky. Santa is willing to bring me a GTX 295 with the 600 watts psu needed to run it!



Now, the thing would be what to do with the gts 250 I just traded for half my manhood... selling it in this god-forsaken country is nearly impossible...



Anyway, I backed up my haks before a whole day of binary conversion, and am just about to test the results; I'll keep you guys posted!
               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Performance: ASCII Vs Binary.
« Reply #18 on: December 03, 2010, 12:53:18 am »


               Though there was a slight change in the whole freeze-framing issue I've experienced since... seems like forever,... the issue is still present. I guess I'm going back to the main "Return of the freezing creatures" thread to keep looking for a solution. Thanks everyone!
               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Performance: ASCII Vs Binary.
« Reply #19 on: December 05, 2010, 08:14:36 pm »


               A final word on this particular, ladies and gentleman (and no, Xenovant and Pstemarie ain't ladies): Turning my override models into binaries fooked (marvelous word, Jez!) several creatures and a complete override tileset, so I would recommend turning overriding models ONLY in a one by one basis, cause this way you can check the results of the compression on each model, individually, rather than changing thousand of files and later fishing out the ones that don't work right anymore. This should go without saying, but you should also keep an original ASCII version copy of the model, so you don't commit suicide if the binary version kills it!