1. Red Orchestra 2 Console Commands Command
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The following is a list of items that LDs and Environment Artists should follow for a map to perform well. Most of these were lessons learnt while optimizing RO2 and should also serve as a guideline for modders to make sure that they don't run into the same pitfalls.

  • For Red Orchestra 2: Heroes of Stalingrad on the PC, a GameFAQs message board topic titled 'Fight against AI bots?'
  • Discussing Console Commands on Red Orchestra 2: Heroes of Stalingrad PC message board and forum (page 1). ATTN: JOIN US FOR OUR 4TH ANNUAL DAY OF GIVING ON DECEMBER 19TH TO WIN SPECIAL PRIZES! TRAINERS CoSMOS REQUESTS QUEUE BOARDS REWARDS SUPPORT.

In-game press 'Tilde ' to open up the console and enter: togglehud Red Orchestra 2: Heroes of Stalingrad Hide HudRed Orchestra 2: Heroes of Stalingrad Remove HudRed Orchestra 2: Heroes of Stalingrad Toggle Hud OffRed Orchestra 2: Heroes of Stalingrad Disable HudRed Orchestra 2: Heroes of Stalingrad Without HudRed Orchestra 2: Heroes of Stalingrad Turn Off HudRed. Posted by insmodscum at Thursday, November 22, 2012 Labels: INSPROTIP, Insurgency Mod Scum, OT-Noted, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS RO Specific console commands: Listplayers (gives a list of players on the server with their hash id's default ut2004 listplayers only gave player names with a number). Rising Storm, despite being advertised as a new game or 'stand alone expansion', is more or less an enhanced version of Red Orchestra 2 with the Pacific Theater added.It adds the American and Imperial Japan factions, a new armament of weapons and new maps.

  • 1Terrain
  • 2Static Meshes
  • 3Materials
  • 4Dynamic Actors
  • 5Draw Calls

bCastDynamicShadow

This flag should be OFF. Setting this flag to ON will cast dynamic preshadows by the terrain for both per-object shadows and whole scene dynamic shadows, which can be very expensive depending on the number of dynamic primitives in the scene. Preshadows (which are dynamic shadows from the static environment onto dynamic objects) only make sense if the terrain has hills and valleys throughout the scene. If the scene just has a few mounds here and there it might be worth modeling the mounds with static meshes and have the terrain blend in at the bottom. The side effect of disabling bCastDynamicShadow is that terrain deco layers (e.g. grass) will not cast whole scene dynamic shadows. But considering that shadows from deco layers usually are low-res and don't look great, it is a good price to pay for a substantial performance boost.

Terrain Layers

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The RO2 engine allows for a maximum of 12 textures to be blended for terrain. These 12 textures could be part of 2 terrain layers (6 textures each), 3 terrain layers (4 textures each), or any other combination thereof. This is a hard limit for the engine, and exceeding this limit will result in rainbow colored terrain patches. However, fetching and accessing so many textures is not cheap and since the terrain usually takes up a large portion of the screen, it is recommended that you keep the number of blend textures to a minimum.

One example for this is that say you have a terrain which comprises or dirt, rubble and snow and one part of the terrain is solid concrete. Instead of making 4 terrain layers of dirt, rubble, snow and concrete and blending between them it is more optimized if the terrain uses 3 layers of dirt, rubble and snow, and the concrete portion is modeled separately as BSP, static mesh or even another terrain actor. Doing this will reduce the overall cost of rendering the entire terrain since the concrete layer texture fetches are eliminated for the rest of the terrain that doesn't need it.

bCastDynamicShadow

When placing a static mesh in the level, you should decide whether you want it to cast dynamic preshadows or not. Preshadows are dynamic shadows from the static environment onto dynamic objects, and can be very expensive depending on the number of dynamic primitives in the scene. Turning off this flag for a lot of static meshes in the environment in the scene such as debris, rubble, etc. will improve the dynamic shadow performance.

Dynamic preshadows cast by tree foliage onto character

Once the lighting in a map is finalized, you can also go through and set bCastDynamicShadow to false for all static meshes that are already in shadow (such as the truck in the following image, which is is shadow of the building) since any dynamic shadow cast by it will be drowned by the static shadow cast by the environment.

The truck does not need to cast dynamic shadows since it is already in shadow
Commands

Distance Culling

Using distance culling effectively will allow you to have a lot of detail in your environment whilst still allowing the map to perform well. There are 2 ways to do this :

  • You can either put a CullDistanceVolume around the map and the let the map build process choose the appropriate cull distances for the placed static meshes in the level. This method is not ideal though, and might cause certain cover objects, etc. to disappear at a distance (which is not desirable).
  • Or, you can manually set the MaxDrawDistance for each object.

Using Material LODs

In order to make the best looking environment materials as well as keep the overall performance cost low, consider using material LODs. The concept is very simple - assign the best looking/highest instruction count material to the base LOD for a static mesh, and then create another LOD for the static mesh (this can have the exact same triangle count as the base LOD) and assign it a simple material that does not have expensive operations such as depth biased alpha, specularity, cube maps or even normal maps. Such subtle lighting effects cannot be perceived from a distance anyway, and will make improve the fill rate for the rendered scene.

Red Orchestra 2 Console Commands Command

Base material using normal maps
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Simple material that does not use normal maps

bDisablePerObjectShadows

If you place an actor onto a level that casts dynamic shadows, the shadowing cost for it is one per object shadow and in certain cases a preshadow as well. If bDisablePerObjectShadows is set it will only cast dynamic shadows for the primitive if it is within the whole scene dominant shadow radius. This reduces the cost associated with shadowing for the primitive. If whole scene dominant shadows are not enabled, the primitive will not cast any dynamic shadows.

The flag pole is outside the whole scene dominant shadow radius in the image on the left and hence is not shadowed. When the player moves such that the flag pole is now within the whole scene dominant shadow radius, it will start casting whole scene dominant shadows (right image)
Orchestra

bAllowMergedDynamicShadows

If this flag is set, any primitive that allows per object dynamic shadows will be considered for being merged with other primitives that allow merged per object dynamic shadows and are close enough. As a consequence, the number of dynamic shadows in the scene are reduced.

The radius used to merge primitives is dynamically adjusted based on the distance of the primitives from the viewer. It starts at MinShadowGroupRadius (when the primitive is closest to the viewer) and increases up to MaxShadowGroupRadius (when the primitive is ShadowGroupRampCutoff away from the viewer). The rate of increase is determined by ShadowGroupRadiusRampUpFactor. For anything beyond ShadowGroupRampCutoff, the MaxShadowGroupRadius will be used. All these settings are available in the engine INI.

The image on the left has bAllowMergedDynamicShadows set to false on the two placed pawns, and they cast a per object shadow each. The image on the right has bAllowMergedDynamicShadows set to true on the pawns, and as such both the pawns are included in the same projected shadow.

About Draw Calls

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As the UE3 rendering engine is a Direct X 9.0 renderer, it is limited to one CPU core to tell the GPU about what to draw. It does this via a Draw Call. Each object you place in the world is at least one draw call (if not more due to shadows). The CPU can become the bottleneck of a level if it is trying to tell the GPU to draw a detailed scene and chokes on the amount of draw calls. This is why it is best to limit the amount in any given scene. With the Red Orchestra SDK it is very easy to make many types of levels, from wide open plains (or with rolling hills) to detailed interior settings and building to building fighting. However, depending on what the scale of your map is, you will be limited in the amount of 'detail' you can place in the level.


Limiting Draw Calls Per Scene

Red Orchestra 2 Console Commands Download

Suggested Maximum Draw Call Limit: 2000

Using the console command Stat d3d9rhi' a Level Designer/Artist (or anyone) can go through a level and find out the amount of Draw Calls and optimize based on areas where it has increased beyond the suggested maximum.

The details settings for both users and in the SDK allows Level Designers to put some objects on different levels of the setting so those with faster computers (in this case CPU core speed) can see more details without harming performance for those with slower machines. It is best to do this with 'fluff' detail that is not gameplay important but just makes the level look better overall.

Retrieved from 'https://wiki.tripwireinteractive.com/index.php?title=Red_Orchestra_2_Level_Performance_Guidelines&oldid=370'
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Red Orchestra 2 Console Commands Pdf

    A Helping Hand: Get 7 assists in a single round.
    A Sight For Sore Eyes: Gain a melee kill with the binoculars.
    Advanced Leadership Camp: Complete the Commander training mission.
    Armored Camp: Complete the Tank training mission.
    Bleed on me?: Make 50 enemies bleed to death.
    Bombs Away: Kill 10 enemies with a single artillery call.
    Boot Camp: Complete the basic training mission.
    Countdown Rookie: Win a Countdown Round.
    Countdown Veteran: Win 100 countdown rounds.
    Excellence in Gunnery: Destroy 25 enemy tanks with your tank in a single round.
    Exemplary Service: Receive a in game promotion.
    Experienced Countdown: Win 10 countdown rounds.
    Experienced Firefight: Win 10 firefight rounds.
    Experienced Territory: Win 10 territory rounds.
    Fighting The War on Christmas: Participate in a successful territory capture on Commissars House.
    Firefight Rookie: Win a Firefight Round.
    Firefight Veteran: Win 100 firefight rounds.
    Firing Blind: Kill 1 enemy with a blind fire burst.
    Firing the Gats Bronze: Kill 10 enemies with a heavy, light, or tank mg.
    Firing the Gats Gold: Kill 100 enemies with a heavy, light, or tank mg.
    Firing the Gats Platinum: Kill 1000 enemies with a heavy, light, or tank mg.
    Firing the Gats Silver: Kill 50 enemies with a heavy, light, or tank mg.
    Fix Bayonets Bronze: Kill 5 enemies in melee combat.
    Fix Bayonets Gold: Kill 100 enemies in melee combat.
    Fix Bayonets Silver: Kill 50 enemies in melee combat.
    German Campaign 1: Beat german campaign chapter 1.
    German Campaign 2: Beat german campaign chapter 2.
    German Campaign 3: Beat german campaign chapter 3.
    German Campaign 4: Beat german campaign chapter 4.
    German Campaign 5: Beat german campaign chapter 5.
    German Campaign 6: Beat german campaign chapter 6.
    German Campaign 7: Beat german campaign chapter 7.
    German Campaign 8: Beat german campaign chapter 8.
    German Commander: Complete the German Campaign on any difficulty.
    Hero: Complete the full campaign on hero.
    Hero of the Soviet Union: Complete a Russian online campaign with a victory.
    Honorary Service: Play as a Hero in a match.
    How I learned to love the bomb: Kill 4 enemies with one grenade.
    Johnny on the spot: Resupply a machine gunner.
    Kills Bronze: Kill 10 enemies (human).
    Kills Gold: Kill 250 enemies (human).
    Kills Platinum: Kill 1000 enemies (human).
    Kills Silver: Kill 100 enemies (human).
    Knight's Cross: Complete a German online campaign with a victory.
    Leadership Camp: Complete the Squad Leader training mission.
    Marksman Bronze: Obtain a kill over 100 meters with a bolt action rifle.
    Marksman Gold: Obtain a kill over 225 meters with a bolt action rifle.
    Marksman Silver: Obtain a kill over 175 meters with a bolt action rifle.
    Master of Tutorials: Complete all of the training missions.
    One in the hole!: Kill at least 1 enemy after blind firing a grenade.
    Recruit: Complete the full campaign on recruit or above.
    Sharpshooter Bronze: Kill 10 enemies with a sniper rifle.
    Sharpshooter Gold: Kill 100 enemies with a sniper rifle.
    Sharpshooter Silver: Kill 50 enemies with a sniper rifle.
    Silent Killer: Get 32 Kills with the silenced Nagant Revolver.
    Soldier: Complete the full campaign on soldier or above.
    Soviet Campaign 1: Beat soviet campaign chapter 1.
    Soviet Campaign 2: Beat soviet campaign chapter 2.
    Soviet Campaign 3: Beat soviet campaign chapter 3.
    Soviet Campaign 4: Beat soviet campaign chapter 4.
    Soviet Campaign 5: Beat soviet campaign chapter 5.
    Soviet Campaign 6: Beat soviet campaign chapter 6.
    Soviet Campaign 7: Beat soviet campaign chapter 7.
    Soviet Campaign 8: Beat soviet campaign chapter 8.
    Soviet Commander: Complete the Soviet Campaign on any difficulty.
    Stonewall: Complete two different defense missions while successfully completing the map without loosing the first objective.
    Support Camp: Complete the Support training mission.
    Tank Gunnery Bronze: Destroy an enemy tank at 900 meters with your tanks main gun as gunner.
    Tank Gunnery Gold: Destroy an enemy tank at 1500 meters with your tanks main gun as gunner.
    Tank Gunnery Silver: Destroy an enemy tank at 1200 meters with your tanks main gun as gunner.
    Territory Rookie: Win a Territory Round.
    Territory Veteran: Win 100 territory rounds.
    To The Front!: Participate in an online campaign.
    Tracked Bronze: Knock the tracks off an enemy tank.
    Tracked Gold: Knock the tracks off 100 enemy tanks.
    Tracked Silver: Knock the tracks off 25 enemy tanks.
    Unhatched Bronze: Kill an exposed tank crewman.
    Unhatched Gold: Kill 25 exposed tank crewmen.
    Unhatched Silver: Kill 10 exposed tank crewmen.
    Veteran: Complete the full campaign on veteran or above.