shubla wrote:The issue with HnH performance is mostly inefficient usage of OpenGL, which is also limited to using only 1 cpu core, which is a bad thing, as modern cpus often have at least 4, these days even 8 or more cores. 7 of which are not used for rendering at all!
From the profiling and relative posts I've seen over the last few years, I'd say it's an issue with processor speed and bus speed. Some of the older Intel and AMD chips people are using are still only 800 MHz buses, and that's a significant slowdown even over something bottom end next gen that might be a slower CPU.
shubla wrote:Amount of RAM does not really matter, HnH uses less than 1GB of it,
OS matters in this. A lean Linux build can probably run HnH on 2GB or RAM. Win 8 or 10 is going to need 4GB because the OS is such a memory hog.
shubla wrote:Things that seem to lag for me the most are animations (animals, players and their clothes) and of course, shadows. But mostly animations.
I think, even on UE4, CryEngine, Unity, etc, these are all CPU bound due to the type of math that needs to be done... it's possible, and probably faster, to do it in GPU, but given the other processes going on in rendering, there isn't the space. At least, that's my understanding on the matter. I could be wrong.
shubla wrote:Bottleneck won't likely be your GPU either, if your gpu is even somewhat decent.
I think this is only going to be the case if you have a very old GPU that barely meets OpenGL 2.x requirements. (Like an early gen DX10 GPU.)