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Re: A refresh rate jump?
[Re: Jamie_Lynn]
#60463
12/13/05 07:19
12/13/05 07:19
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I have something similar and much more severe than that. 8.1 is 5 times better than what I've had. I've noticed that, in my case, it gets to 41 milliseconds. I cannot explain this myself. It happens when the camera gets into a certain position. Just a change of about 40 quants, refresh time goes from around 8 milliseconds to 40. Go back down about 40 quants and it returns to 8.... I'm baffled over it myself.
PS nice scene.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: A refresh rate jump?
[Re: Jamie_Lynn]
#60465
12/14/05 04:21
12/14/05 04:21
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Ah, I'm referring to the "pan" value in my 3D game which gets to 43. In my abandoned project, I do recall it getting clear up to, even beyond 180 milliseconds with a pyramid-like structure of blocks. When I press the up arrow, for example, there'd be quite a long delay before anything responds. Perhaps I could try to rebuild my structure so you can see the results yourself (and perhaps make it more extreme). Screenshot - this is with the 6.22 engine as this screenshot was taken on Sep 6, 2004, 15 months ago.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: A refresh rate jump?
[Re: Jamie_Lynn]
#60467
12/14/05 06:15
12/14/05 06:15
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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The only clues that I have is that this seems to happen when you are close to a group of otherwise small blocks crowded close to each other, possibly intersecting. This screenshot showing this same bunch of blocks from in WED. I just recently had to open up the old project just to see it and get this screenshot as otherwise, I have no screenshots on hand of it. Edit: it's that pyramid that you see there that's where I'm getting the extremely high ref value.
Last edited by ulillillia; 12/14/05 06:16.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: A refresh rate jump?
[Re: Jamie_Lynn]
#60470
12/15/05 20:18
12/15/05 20:18
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
Serious User
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Serious User
Joined: Apr 2002
Posts: 1,246
ny
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It could also be the problem that many engines have with showing many sprites behind other sprites. Since your sprites seem to have a "keyed" out color, or a color that shows totally transparent, the engine has to redraw many sprites in conjunction with the other transparent sprites behind it. When I say transparent I mean by sprites that have an overlay flag on to show certain parts of the image. So when alot of these sprites/models are behind each other or bunched up, the engine has to iterate through each one, redrawing it, then redrawing whats behind it, I think this is called overdraw. And I might be wrong about this, but due to this overdraw problem, that statue with its many polygons may actually render faster than 2 large sprites that are overlapping each other in the current POV.
And I think your right, I dont think there is too much you can do about this overdraw problem, because many engines have this problem. I havent made a good growth filled level with lush plants and bushes, but I thought about using a smaller scaled version of an LOD system for plants. When a plant reaches a certain distance from the camera, it would morph into its next LOD level, but the resolution of the next LOD would be greatly smaller compared to the last one. I havent tried this out, and I dont know if it would be faster to have many low-res sprites together compared to many high-res sprites together to prevent overdraw.
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Re: A refresh rate jump?
[Re: jumpman]
#60471
12/15/05 20:56
12/15/05 20:56
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Joined: Oct 2004
Posts: 1,068
Jamie_Lynn
OP
Senior Developer
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OP
Senior Developer
Joined: Oct 2004
Posts: 1,068
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That's good information. Thanks jumpman. In the shot with the problem, there are about four of these trees/bushes lined up along the LHS. I will check to see if/how much of the problem may be due to overlapping..but I think I can reproduce it with just the flowered bush in the foreground. (but I guess there would be significant overlapping even with just one bush with the way these models are designed). I'll check it out.
I haven't done anything to the models yet except add mipmaps to the skins.
Last edited by Jamie_Lynn; 12/15/05 21:00.
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