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Re: 3d GameStudio vs Doom, Quake, etc engines [Re: blaaaaa] #37264
12/03/04 04:13
12/03/04 04:13
Joined: Dec 2003
Posts: 23
C
Clay Offline
Newbie
Clay  Offline
Newbie
C

Joined: Dec 2003
Posts: 23
Thanks GFX for the corrections.
And yes, easy is relative...

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Clay] #37265
12/03/04 05:07
12/03/04 05:07
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Quote:

you know that the 3dgs performance with a whole level normal mapped is quite low? at the moment doom 3 is faster!




If you're referring to my pre beta technical demo (posted in Showcase I and User COntributions), the slow speed was from a separate mistake that I made. I used very large textures, which were then combined with both specular maps and normal maps of the same size. Not to mention that I overkilled it, making all textures normal mapped. This just drains the video memory.

With proper optimization, you won't notice too much of a difference in framerate between our normal mapping and Doom3's. (Although ours still isn't quite as perfected as Doom's)


--Eric
Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Nadester] #37266
12/03/04 05:12
12/03/04 05:12
Joined: Jul 2003
Posts: 1,563
B
blaaaaa Offline
Expert
blaaaaa  Offline
Expert
B

Joined: Jul 2003
Posts: 1,563
yes but the fps is already low with really >small< test levels, and doom has really big levels, so i guess thats a thing that conitec has to work on, because why do you have normal mapping for l. geometry if you can only use it in one room

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: blaaaaa] #37267
12/03/04 05:21
12/03/04 05:21
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
Senior Expert

Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
Fixing the texture size will likely double the FPS (if not more) for most users in the test level. The other issue is in the shader code itself. Doom 3's shaders are well written and highly optimized, however the one in the example level is not so much so.

There are other issues that can be fixed from within the engine itself (an initial rendering pass without textures to remove faces that will not be visible - and thus reduce the overall calculations needed once a shader is applied), but those are really pretty minor when compared to the shader itself and the textures being used.


Virtual Worlds - Rebuilding the Universe one Pixel at a Time. Take a look - daily news and weekly content updates.
Re: 3d GameStudio vs Doom, Quake, etc engines [Re: myrlyn68] #37268
12/03/04 06:13
12/03/04 06:13
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
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Joined: Oct 2004
Posts: 1,856
well like i already said , with 3DGS you can produce great things ,
it ony depends on your artist talent and good coding,
look at metroid 2 on gamecube , no bump mapping , simple textures , but very great,
with 3DGS this studio would use tricks to bypass limitations and
they could bring metroid2 to 3DGS like in gamecube version and same quality,
with bump mapping for characetrs creatures and some parts of the level.

And 3DGS is the most fast and easy of use of all 3D engines in the same
order of price for us , and you can quicly produce something playable like a prototype or a real game than any other 3D engine.
For example an Arkanoid game or simple FPS could be done in one hour of programming/testing in C-script ; after that it will take more time to bring it to a good level with better design, 3D models ,textures, etc..

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: TheExpert] #37269
12/03/04 07:44
12/03/04 07:44
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
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G

Joined: Sep 2003
Posts: 4,959
US
actualy, everything done in any engine is a 'trick'.

It's not a matter of the process, its only a matter of the result that counts.

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Grimber] #37270
12/03/04 17:01
12/03/04 17:01
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Personaly i think the gs engine is way more sexy then doom3.


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Blattsalat] #37271
12/03/04 21:45
12/03/04 21:45
Joined: Mar 2004
Posts: 541
Germany
Jupp Offline
User
Jupp  Offline
User

Joined: Mar 2004
Posts: 541
Germany
I think fun and a good level architecture is the most important thing for a game. This is much more important than 5 fps more.

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Jupp] #37272
12/04/04 13:17
12/04/04 13:17
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
lets not delude ourself people... any comparison of the Doom3 engine and A6 is purely incidental... or should i say, coincidental...

but there is hope and progress on the A6 end... as far as the graphics are concerned, take a look at this


and visit the Universal Shader Thread thread...

so, i guess in the hands of a talented developer or two... i think that A6 can be used to make a game that can come verrrry close...


--Mike

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: myrlyn68] #37273
12/05/04 00:27
12/05/04 00:27
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

Fixing the texture size will likely double the FPS (if not more) for most users in the test level. The other issue is in the shader code itself. Doom 3's shaders are well written and highly optimized, however the one in the example level is not so much so.




what's wrong with the way the shader is written?
The shaders is not totally optimized i suppose but what do you suggest since you seem to know? As I've said before that room is very slow because the map is compiled wrong. The blocks must be set to "flat" with tesselate to "auto".
I get good framerates in my levels.

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