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Re: Forecast-site Model Instancing???
[Re: Benni003]
#351660
12/27/10 18:38
12/27/10 18:38
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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that's what i get when i run crowd.c(bone animated character models) sample with 60k actors on 9600GT, note that this scene has no LOD setup and no instancing. If instancing is going to only give me 10 more fps it's not really useful. Also no one would need this much animated actor on screen at the same time. For vegetation, as others also stated, you would not want same tree model all over the forest. for grass and clutter sprite instancing is supported. Say if you are going to use 20 of each tree model in the scene and only 3 of same tree will be visible on screen, instancing would not make too mush difference on performance.
Last edited by Quadraxas; 12/27/10 18:38.
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Re: Forecast-site Model Instancing???
[Re: Benni003]
#351661
12/27/10 18:44
12/27/10 18:44
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Joined: May 2005
Posts: 2,713
Lübeck
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And still, all models are exactly the same. And now show me a comparison of the same very complex model rendered five times with instancing and without. I am sure that the instancing one will only be slightly faster, if not even slower. As I already posted before, I am not sure if I understand the concept behind instancing correctly, but if I do, it basicly means that it reduces the amount of data pushed to the graphics card if the same object is rendered again and again. Fact is, that this part of the rendering, isn´t really a big problem anymore with todays hardware. A bigger problem actually is to feed the graphicscard with enough data, so that it doesn´t have to wait for the CPU to push new data.
Btw, if I am writing bullshit, please correct me, as I am really willing to learn more.
Last edited by Slin; 12/27/10 18:55.
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Re: Forecast-site Model Instancing???
[Re: Benni003]
#351668
12/27/10 19:24
12/27/10 19:24
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Joined: Apr 2007
Posts: 3,751
Canada
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Are you actually reading what other people write or are you going to throw youtube links in for the next few posts?
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Forecast-site Model Instancing???
[Re: Benni003]
#351685
12/27/10 21:13
12/27/10 21:13
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Looks like you really know much about mesh instancing, I'm impressed. Why don't you write JCL a email or visit him so you can show him what he is doing wrong, because he clearly must be stupid like hell if model instancing is such a performance booster but the internal tests showed that it wasn't that effective. I'm pretty sure that he will give you some money for your efforts
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Forecast-site Model Instancing???
[Re: WretchedSid]
#351691
12/27/10 22:06
12/27/10 22:06
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Easy solution to this: There is a d3d_instancing variable, and there exists some model instancing routine for A8. So just drop it into the engine, mark the feature as DONE and let the user decide
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Re: Forecast-site Model Instancing???
[Re: FBL]
#351698
12/27/10 22:56
12/27/10 22:56
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
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User
Joined: Dec 2008
Posts: 528
Wagga, Australia
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Easy solution to this: There is a d3d_instancing variable, and there exists some model instancing routine for A8. So just drop it into the engine, mark the feature as DONE and let the user decide Exactly, that'd be perfect As well it'd be another point to hold against other engines.
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Re: Forecast-site Model Instancing???
[Re: the_mehmaster]
#351718
12/28/10 09:54
12/28/10 09:54
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Instancing is a very common technique especially when many objects are rendered multiple times. I saw this often while playing with different technologies.
You also should keep in mind that instancing is not only to speed up the process. It might be that it will not bring a lot of speed progress with just a few models but keep in mind that instancing is also to have a low memory footprint. The index and vertex buffer exists only once for all these objects. Thus it can also help to render a lot more given the same memory budget.
Models, Textures and Games from Dexsoft
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