|
terrain lod issue
#445655
09/19/14 11:41
09/19/14 11:41
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
terrain lod works for my terrains in pro ,but I have an issue , I have used the tust library functions that alter the terrain vertices based on a hightmap and when my terrain lod is set at 0 , the heightmap is successfully applied to my terrain .
when I set my terrain lod at 4 , the lod works but the heightmap is not applied , I need to be able to have terrain lod and be able to apply height changes successfully to my terrain ..
why would this happen ?
my terrain is 128 by 128 vertices with a 100 space between ..
a8 pro v8.30.5 has this been a bug with this version ?
it seems like the mesh is not being updated or lod not re calculated for the new mesh vertices changes ,or is there something else I should do instead of the usual c.v.y and ent_setvertex calls ?
Last edited by Wjbender; 09/19/14 12:10.
Compulsive compiler
|
|
|
Re: terrain lod issue
[Re: Wjbender]
#445658
09/19/14 13:51
09/19/14 13:51
|
Joined: Jun 2014
Posts: 121
FEL
Member
|
Member
Joined: Jun 2014
Posts: 121
|
a8 pro v8.30.5 - Why not using the newest version Oo that whole topic seems sensles. Just do an Update and see what happens.
FEL - Lead Game Designer & Core Developer
|
|
|
Re: terrain lod issue
[Re: FEL]
#445665
09/19/14 15:35
09/19/14 15:35
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
update ...freaking time I looked at the downloads page haha
Compulsive compiler
|
|
|
Re: terrain lod issue
[Re: Wjbender]
#445676
09/20/14 06:11
09/20/14 06:11
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
|
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
in earlier versions there were issues with vertex updates on c.v modifications.
to be honest I realized no speed increase when used terrain lod 2-4, comparing to when only terrain cache is applied (terrain lod 1), moreover I got a lot of shadowmapping issues because of the mesh and normals changes, thus I cannot use it over 1. (posted a question on the forum but nobody answered how they solve it)
Last edited by sivan; 09/20/14 06:12.
|
|
|
Re: terrain lod issue
[Re: sivan]
#445707
09/21/14 08:49
09/21/14 08:49
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
lod @ 4 works fine for me , with 9 tiles of terrain at 128x128 vertices per terrain tile ,I get at max about 100 fps sometimes , if I switched to lod @ 0 ,I get max about 13 fps .
using camera.lod and d3d_lodfactor I can make the fps more constant and acceptable for real time rendering on my low end laptop .
and I guess from lod 2 to 4 would depend on how detailed the initial terrain is ,plus how far everything is rendered .
I haven't experimental with shaders on the terrains yet but I know shadows would plummet my performance waaay down ,I think also that the algorithm for landscape lod does not quite keep the outline shape of hills /slopes very much the same while reducing in between ,well I think that's true ,not sure .
I havw to agree that gs terrain is not quite very good if we had to look at comparison ,like esenthel wich is able to run at a blistering acceptable speed on my laptop with the simple and forward renderer .
anyhow my laptop is not the best thing to be using for this in the first place but this forces me to make use of all kinds of optimizations.
Last edited by Wjbender; 09/21/14 08:50.
Compulsive compiler
|
|
|
Re: terrain lod issue
[Re: sivan]
#445717
09/21/14 16:26
09/21/14 16:26
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
mmm and it is most definitely dependent on how big terrain chunks are , it is a chunk based lod system ,I believe ?
I think i should determine my lod distance on chunk sizes such that if I want 4 lods I would need to use a distance of view to include 4 chunks distances ,I think the terrain system is quite flexible ,provided that chunks and total vertices and view distances can be managed correctly ...
however as you mentioned with dense populated areas of meshes ,added to the scene it could become a little problematic for a scene , I know we have lod for models and these models would preferably be rendered on their own draw distances ,depending of course on how much of them is required in view.
i would manage such a system a bit like gta handled its draw distances , models would have different draw distances based on their type , ultimately this is not enough for me in such a system ,I am working on a mesh chunker to split meshes in to chunks of N triangles ,it should help me out when I need it .
Compulsive compiler
|
|
|
Re: terrain lod issue
[Re: Wjbender]
#445721
09/21/14 20:47
09/21/14 20:47
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
|
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
yes, chunk size does matter, 16 seems to result too frequent changes, 32 is a bit better, but I have found no optimal settings yet.
once I mentioned it would be great to have separate model and terrain lod distances, but nobody replied... oliver2s solved it by cycling through all the models, only about 100 per frame, and set their lod stage by code, maybe by ent_morph.
|
|
|
Re: terrain lod issue
[Re: sivan]
#445722
09/21/14 21:31
09/21/14 21:31
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
that sounds like a viable alternative , uhm testing my mesh chunker I determined that it is better to have entities merged to reduce the amount of entities than it is to have several entities as separate models.
I think you could most likely see a nice increase in fps and decrease in memory by merging some clusters of entities ,either pre modeled as clusters or merged at runtime ,if you haven't done so already .
the mesh splitter I am working on for my projects should be useful for large models that needs to be split into smaller models , for instance static models over the triangle limit could be split into separate models which conforms to the limit, or large worlds into smaller chunks ..
I did not look in to this yet but I was thinking switching skins based on distance too ,however I have no idea how that would impact performance ,negative or positive ..
Compulsive compiler
|
|
|
Re: terrain lod issue
[Re: Wjbender]
#447010
11/12/14 10:30
11/12/14 10:30
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
after updating I still have this problem , can someone confirm that this does not happen to them ?
maby it's my fault .
Compulsive compiler
|
|
|
|