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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 Offline
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Originally Posted By: rayp
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: oliver2s] #418584
02/26/13 21:49
02/26/13 21:49
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Germany
rayp Offline

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I edited my post. Ok i got it. So you merge many models to some single, not one big. ^^

Sounds cool. And the lightning looks good ?


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
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Re: What are you working on? [Re: rayp] #418585
02/26/13 21:52
02/26/13 21:52
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Mainz
oliver2s Offline
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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: oliver2s] #418586
02/26/13 22:02
02/26/13 22:02
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Caucasus
3run Offline
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oliver2s@ man, I'm looking forward for testing! Thank you for your time and great work!


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Re: What are you working on? [Re: 3run] #418587
02/26/13 22:05
02/26/13 22:05
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ratchet Offline OP
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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 laugh

Last edited by ratchet; 02/26/13 22:05.
Re: What are you working on? [Re: ratchet] #418588
02/26/13 22:06
02/26/13 22:06
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Germany
rayp Offline

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oliver2s will upload the script 4 all on this years christmas grin


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #418589
02/26/13 22:15
02/26/13 22:15
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Bavaria, Germany
Kartoffel Offline
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Quote:
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 laugh

There's a problem: Multiple textures.


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Re: What are you working on? [Re: ratchet] #418590
02/26/13 22:20
02/26/13 22:20
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Posts: 3,258
Mainz
oliver2s Offline
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Originally Posted By: ratchet

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 laugh


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.
Re: What are you working on? [Re: oliver2s] #418613
02/27/13 12:18
02/27/13 12:18
Joined: Mar 2011
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Budapest
sivan Offline
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Budapest
@oliver2s: a few users did model merging, but keep it for themselves or want to sell for money. I also experienced in the trial version that sprite instancing is slower than needed. especiallly when you use shader for wind animation. probably you have to create an own wind animation shader for the merged vegetation models... last but not least, nice work!


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Re: What are you working on? [Re: sivan] #418619
02/27/13 14:30
02/27/13 14:30
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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I try to teach my stupid folks how to identify and move on building floors in my hierarchical pathfinder. in simple cases it works fine and fast, but it will require to add some more data for complex buildings (e.g. by marking stairs and ladders):


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