How close can you get to the pulsar before it starts damaging your ship
Haven't added that yet, most important was to add the GFX. However I'm still considering whether to implement this to be changeable by the creator of the system or to be internally calculated. I prefer it to be changeable, each pulsar should be unique.
or really badly lagging?
What lagging? This effect uses 3 kb large nif file with one texture 1024x256, animations are done via code which further make sure that few resources are used. I fought a battle 5 vs 5 galaxy's in the system with no lagging caused by the animation.
Considering that, Badlands should lag even more as it has about 60 objects in the set which are low poly and testers with single core are able to run the maps on full detail. Animations are also done via code which make sure few resources are used. For those about to faint, object count can be set from Low to High, even set to None.
So what lagging are we talking about (I'm confused by what you meant, which leads to this lengthy reply)? Judging by the computer used to create DS9FX, I cannot notice any lagging. And if we're to judge by the Badlands there should be no discernible lagging. DS9FX is much improved in resource management also, it cleans up after itself. Once you leave the set it will remove planets, suns from memory to free up more resources.
I can say that the requirements for DS9FX Xtended are the same as for v3.0, which was released 3 years ago. Those requirements were a general summary of the systems used to test DS9FX on.
Min v3.0 requirements:
- 1.8 GHz Processor
- 256 MB RAM
- 128 MB Graphics Card (GeForce 5200 or ATI Radeon equivalent)There is one way DS9FX will lag pretty much, if debug logging mode is turned on. These views come based on my experiences and on my computer configuration.
However the result of the lagging in the youtube video is due to fact that fraps seems to not like the timer which is used to create the animation, that's all.