2 registered members (VoroneTZ, TipmyPip),
1,333
guests, and 0
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: What are you working on?
[Re: rayp]
#418582
02/26/13 21:42
02/26/13 21:42
|
Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
|
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
|
Edit: What do u mean with "merged by script" ? This means you place thousands of vegetation models and they will be merged together to a few one. A example: if I place 4000 grass models into a level (60k polygons), the framerate drops down to 15 fps on my pc, because of the huge amount of draw call. A function creates a single model out of the 4000 entities. So the engine have to do only one draw call. After that the framerate is over 500 fps. If all grass models in the level exceeds a poly count of 65536 polys, they have to merged into several models.
|
|
|
Re: What are you working on?
[Re: rayp]
#418585
02/26/13 21:52
02/26/13 21:52
|
Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
|
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
|
I didn't work on the lightning yet.
[EDIT]: It seems sprite instancing is A LOT slower than the model merging method (if there are many many entities with very low poly count, like grass, little stones or low poly trees).
Last edited by oliver2s; 02/26/13 22:01.
|
|
|
Re: What are you working on?
[Re: 3run]
#418587
02/26/13 22:05
02/26/13 22:05
|
Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
|
OP
Expert
Joined: Apr 2008
Posts: 2,488
|
A example: if I place 4000 grass models into a level (60k polygons), the framerate drops down to 15 fps on my pc, because of the huge amount of draw call. A function creates a single model out of the 4000 entities. So the engine have to do only one draw call. After that the framerate is over 500 fps. If all grass models in the level exceeds a poly count of 65536 polys, they have to merged into several models. You know you have a GEM here ?
Your system could be used to group together static models of a level (houses, static structures , static 3D assets etc ...) I can't imagine the big boost in the games we make if we would have such function to deecrease the draw calls and entities
Last edited by ratchet; 02/26/13 22:05.
|
|
|
Re: What are you working on?
[Re: rayp]
#418589
02/26/13 22:15
02/26/13 22:15
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
Your system could be used to group together static models of a level (houses, static structures , static 3D assets etc ...) I can't imagine the big boost in the games we make if we would have such function to deecrease the draw calls and entities There's a problem: Multiple textures.
POTATO-MAN saves the day! - Random
|
|
|
Re: What are you working on?
[Re: ratchet]
#418590
02/26/13 22:20
02/26/13 22:20
|
Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
|
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
|
You know you have a GEM here ?
Your system could be used to group together static models of a level (houses, static structures , static 3D assets etc ...) I can't imagine the big boost in the games we make if we would have such function to deecrease the draw calls and entities What's a GEM? As I wrote the framerate raised from 15 fps (4000 small entities) to 500 fps (1 big entity). And you will only get a big boost if you have a lot of low poly model (like grass). For "usual" models this method is useless, there you have to use LOD models. Btw: to use this method for vegetation is no secret and not new. I just didn't see any useful tool or script on the forums which makes this easy to use/realize.
Last edited by oliver2s; 02/26/13 22:30.
|
|
|
|