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terrain lod issue #445655
09/19/14 11:41
09/19/14 11:41
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Wjbender Offline OP
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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
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FEL Offline
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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
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Wjbender Offline OP
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update ...freaking time I looked at the downloads page haha


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Re: terrain lod issue [Re: Wjbender] #445676
09/20/14 06:11
09/20/14 06:11
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sivan Offline
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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.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: terrain lod issue [Re: sivan] #445707
09/21/14 08:49
09/21/14 08:49
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Wjbender Offline OP
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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: Wjbender] #445716
09/21/14 15:48
09/21/14 15:48
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sivan Offline
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earlier I used very close lod distances, which was handled badly by terrain lod, resulted in too frequent switching, but 1-2 months ago I modified it, and tried it a few minutes ago, and now works a bit better... with farer lod distances it renders faster beside less shadow blinking, but requires further tweaking. (in a forest game situation it resulted in an increase from lowest 21 fps to lowest 27 fps)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: terrain lod issue [Re: sivan] #445717
09/21/14 16:26
09/21/14 16:26
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Wjbender Offline OP
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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
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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.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: terrain lod issue [Re: sivan] #445722
09/21/14 21:31
09/21/14 21:31
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Wjbender Offline OP
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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
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Wjbender Offline OP
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after updating I still have this problem , can someone
confirm that this does not happen to them ?

maby it's my fault .


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