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exponential resource hogging in multiplayer
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As infantry perish during a multiplayer match, their gear spawns as individualy rendered items outside of the "body".

during intense battles (in closer quarters particularly) the sheer amount of items in the scene go up by about 15 items for every player death.

i understand why this was done *realsim etc* when taking into consideration the addition of physx on individual objects... however, i dont believe that this is enough of a reason to bring peoples framerates below 20 fps even with latest generation hardware.

my suggestion is that items simply remain contained in the corpses of the fallen to reduce the overall clutter in the level (similar to crates) and forgo the milking of the physx feature.


Legacy ID
Steps To Reproduce

join any team deathmatch in the port city and you will see what i mean after the first 20 mins of the server starting.

Event Timeline

unbless83 edited Steps To Reproduce. (Show Details)Mar 6 2013, 8:06 AM
unbless83 edited Additional Information. (Show Details)
unbless83 set Category to Gameplay.
unbless83 set Reproducibility to Always.
unbless83 set Severity to Minor.
unbless83 set Resolution to Open.
unbless83 set Legacy ID to 980977942.May 7 2016, 10:50 AM

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