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Re: What are you working on? [Re: HenWoll] #464268
02/01/17 07:16
02/01/17 07:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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92°C GPU temp? That doesn't look too good. smirk


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #464272
02/01/17 10:40
02/01/17 10:40
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Quote:
amd radeon r7 200 series
, could you name the exact number?

Originally Posted By: Kartoffel
92°C GPU temp? That doesn't look too good. smirk
, warms up the room nicely, like those old monitors grin

Last edited by Reconnoiter; 02/01/17 10:45.
Re: What are you working on? [Re: Reconnoiter] #464282
02/01/17 22:31
02/01/17 22:31
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
I played around with raymarching again and did some experiments about what black holes might look like.


(click for a few more images)

Note that this is only an approximation.
Also, I did not have a good space skybox at hand, sorry grin


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #464307
02/03/17 18:55
02/03/17 18:55
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline
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Reconnoiter  Offline
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Anyone here working with high poly animated models? I have some high poly enemies (~2/3) and my fps goes rock-bottom fast when I ent_animate them. (~13500 faces and 36 bones)
Is Acknex just not optimized for this or is animation like this heavy in general?

Last edited by Reconnoiter; 02/03/17 18:57.
Re: What are you working on? [Re: Reconnoiter] #464308
02/03/17 18:57
02/03/17 18:57
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Depends. Acknex supports gpu accelerated bone animations afaik, these should work.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #464309
02/03/17 20:53
02/03/17 20:53
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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C

Joined: Oct 2011
Posts: 1,082
Germany
Im using the bone shader and its very fast.
But needs some fixup when using it together with pssm shadows which depend on the animation grin

Re: What are you working on? [Re: Ch40zzC0d3r] #464310
02/03/17 23:12
02/03/17 23:12
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Reconnoiter Offline
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Reconnoiter  Offline
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Originally Posted By: Ch40zzC0d3r
Im using the bone shader and its very fast.
But needs some fixup when using it together with pssm shadows which depend on the animation grin
, interesting idea, I gotta check that with shade-c (evo).

Also I did found out that setting 'max_bones = 1;' (default is 4) helps a bit for the fps without noticeable losses it seems. laugh

Re: What are you working on? [Re: Reconnoiter] #464313
02/04/17 08:19
02/04/17 08:19
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Hiporope and its pain
Originally Posted By: Reconnoiter
Is Acknex just not optimized for this or is animation like this heavy in general?

13.5K polygons sounds like a lot. 5K are normaly enough for a high defined human character, less when is farther away.

Salud!

Re: What are you working on? [Re: txesmi] #464399
02/10/17 14:33
02/10/17 14:33
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline
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Does anyone know how to change camera.clip_far in the middle of a map with shade-c (evo) running?

I want to optimize maps by limiting the clip_far at some places in the map where there is also fog, the problem is as soon I change the clip_far I get weird shadow effects (somewhat similar to setting the wrong shadow bias). Normally these settings are set with or before shade-c settings/init.
So I tried simple loading shade-c again but that gives the error "Script crash in sc_forward_destroy" (maybe cause I did not properly destroy the previous shade-c thingy?).
(so far I can't find a destroy_sc or something like that)

Last edited by Reconnoiter; 02/10/17 14:34.
Re: What are you working on? [Re: Reconnoiter] #464546
02/24/17 18:43
02/24/17 18:43
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
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Bavaria
Yay - still working on YRPG Toolkit. Right now I am testing the result of all tools as union.


Reusability was a keyfactor at any time. Here is a small titlescreen, which uses HOG (Hand of Goddess - for environment and atmosphere), Quantum Management (the simple to use animation/particle editor) and two Entities/NPCs: One for the running girl and one for the animation effect of every lamp.


All tools are working very fine together. For this shot, all tools of YRPG Toolkit were used and alls different types of NPCs/Entities (and combinations) were used (automatic entities, touchable entities, interaction entities and entities activated by switches).


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
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