

As far as i recall, every frame, DE find each AI and process them relative to what is affecting them. Warframe has a lot going on in each frame, and the more procs, status effects, and powers you stack on each AI, the longer it takes to process (Keep in mind, not all the effects are done from your perspective.

In this case, even if the frame isn't even present, or standing on the other side of the map, the AI still merrily processes itself telling the game its not affected (every single frame update). maybe not so awesome design (at a stretch)?īad coding would be coding your enemy AI to tell the game that it's not affected by X frames status effect. That said, in instances where you have high enemy counts and a full squad dealing AOE and damage over time (like hydron), framerates do take a noticeable hit. This isn't really a case of bad coding. which is to say, there is little in the way of underlying game logic to hinder the renderer. The orbiter is not a good point of reference since it's basically the equivalent of rendering a plain cube. Hydron (there were severe drops to 40fps or so) So, getting straight to the point, i'll post 2 screenshots of my MSI Afterburner overlay, then my configs in-game.
