F5F Stay Refreshed Software PC Gaming Are you asking if your rig is the top choice for TABS?

Are you asking if your rig is the top choice for TABS?

Are you asking if your rig is the top choice for TABS?

X
x7000
Member
53
09-14-2017, 11:13 AM
#1
Hello there, I'm a bit of a curious person who really enjoys Totally Accurate Battle Simulator. Perhaps it's the unpredictable nature of life that comes alive in this physics-driven war experience. I've noticed that many YouTubers are struggling with large audiences and are trying to improve things by lowering resolution, adding shadows, and using filters. However, since the game has around 600 polygons per character and lacks textures, these changes aren't making much difference. It seems like the main challenge here is quite clear—every interaction relies on physics, which likely makes performance a big issue. I'm reaching out to the community for help; could you share your rig details and results? If you follow my suggested workload in the next post, I'd love to see how it compares. Thanks!
X
x7000
09-14-2017, 11:13 AM #1

Hello there, I'm a bit of a curious person who really enjoys Totally Accurate Battle Simulator. Perhaps it's the unpredictable nature of life that comes alive in this physics-driven war experience. I've noticed that many YouTubers are struggling with large audiences and are trying to improve things by lowering resolution, adding shadows, and using filters. However, since the game has around 600 polygons per character and lacks textures, these changes aren't making much difference. It seems like the main challenge here is quite clear—every interaction relies on physics, which likely makes performance a big issue. I'm reaching out to the community for help; could you share your rig details and results? If you follow my suggested workload in the next post, I'd love to see how it compares. Thanks!

M
Matke04
Posting Freak
825
09-14-2017, 11:13 AM
#2
Are you using the setup you have now or the one you're planning for the game?
M
Matke04
09-14-2017, 11:13 AM #2

Are you using the setup you have now or the one you're planning for the game?

K
Kaspolman
Senior Member
434
09-14-2017, 11:13 AM
#3
He really enjoys watching Entak on YouTube, especially with slow motion enabled. His setup includes a 6700k and GTX980 graphics card, though he might have upgraded since then. Running the game on the 1950X could help with more cores, but it’s unlikely to make a big difference.
K
Kaspolman
09-14-2017, 11:13 AM #3

He really enjoys watching Entak on YouTube, especially with slow motion enabled. His setup includes a 6700k and GTX980 graphics card, though he might have upgraded since then. Running the game on the 1950X could help with more cores, but it’s unlikely to make a big difference.

A
113
09-14-2017, 11:13 AM
#4
In 3D projects a single triangle typically takes around 150 kb, with roughly 600 triangles per model—about 90 MB excluding animations, sounds, or skeletons. Reusing the same resource is key to avoid heavy VRAM usage. Textures play a big role too; for instance, 600 polys match the complexity of Quake 3 Arena. This shows how much we can achieve with similar poly counts by adjusting textures, tessellation, and shadows.
A
Antonio_Azrael
09-14-2017, 11:13 AM #4

In 3D projects a single triangle typically takes around 150 kb, with roughly 600 triangles per model—about 90 MB excluding animations, sounds, or skeletons. Reusing the same resource is key to avoid heavy VRAM usage. Textures play a big role too; for instance, 600 polys match the complexity of Quake 3 Arena. This shows how much we can achieve with similar poly counts by adjusting textures, tessellation, and shadows.

T
TroubleAffeHD
Member
127
09-14-2017, 11:13 AM
#5
T
TroubleAffeHD
09-14-2017, 11:13 AM #5

B
ben_dragon
Senior Member
259
09-14-2017, 11:13 AM
#6
Thanks! It would be helpful to see how it handles the 1950X. Core performance and any extra cache could make a difference. Also, I'm curious about CPU bottlenecks in multithreaded workloads. Appreciate the feedback!
B
ben_dragon
09-14-2017, 11:13 AM #6

Thanks! It would be helpful to see how it handles the 1950X. Core performance and any extra cache could make a difference. Also, I'm curious about CPU bottlenecks in multithreaded workloads. Appreciate the feedback!

C
226
09-14-2017, 11:13 AM
#7
Thanks, the issue seems linked to physics calculations, not model complexity. Using similar models helps isolate factors like different units, hitboxes, meshes, textures, and scene depth. Simple setup works better than complex setups.
C
CrimsonGuard34
09-14-2017, 11:13 AM #7

Thanks, the issue seems linked to physics calculations, not model complexity. Using similar models helps isolate factors like different units, hitboxes, meshes, textures, and scene depth. Simple setup works better than complex setups.