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#464564 - 02/26/17 15:26 Re: ShadeCEVO simple grass (OVERLAY) ? ***** [Re: painkiller]
Reconnoiter Offline
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Registered: 12/26/11
Posts: 1778
Loc: Netherlands
Damn I just noticed that #define BONES seems to break the shadows of animated entities (it shows them as they were not animated). So there is choice to make; more fps and somewhat lame shadows or worse fps and 'animated' shadows. I quess that is why the fps gain was pretty high and why your fps went higher when you disabled sun shadows.
Originally Posted By: painkiller
Setting max_bones to 1 improved the performance, but still no difference setting BONES or not. The model I'm using (player and three enemies) has 9616 faces and 5776 vertices, so it should perform okay.
, have you set it like this
#define BONES //enable gpu support
in the right .fx file? Also what kind of gpu do you have? (dont know if that matters) Might also has to do with how complex your models' bones setups are.

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#464568 - 02/26/17 21:13 Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter]
painkiller Online
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Registered: 08/23/09
Posts: 1434
Loc: Spain
Originally Posted By: Reconnoiter
Damn I just noticed that #define BONES seems to break the shadows of animated entities (it shows them as they were not animated). So there is choice to make; more fps and somewhat lame shadows or worse fps and 'animated' shadows. I quess that is why the fps gain was pretty high and why your fps went higher when you disabled sun shadows.
Originally Posted By: painkiller
Setting max_bones to 1 improved the performance, but still no difference setting BONES or not. The model I'm using (player and three enemies) has 9616 faces and 5776 vertices, so it should perform okay.
, have you set it like this
#define BONES //enable gpu support
in the right .fx file? Also what kind of gpu do you have? (dont know if that matters) Might also has to do with how complex your models' bones setups are.


Yes I set #define BONES on the fx file that uses the character's material. I'm thinking about using a lower poly variant of the model for the shadows to get more performance, like you can do in engine shadows using shadow_lod, but not sure it that would be possible in shade-c.
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#464578 - 02/27/17 16:22 Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller]
txesmi Offline
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Registered: 06/13/07
Posts: 1050
Loc: Hiporope and its pain
Originally Posted By: painkiller
Originally Posted By: Reconnoiter

Quote:

BONES
Set this flag if you want support for GPU Bones.
, omg I did not know this feature, after adding it to the .fx files I now have twice as much fps in my project... blush


Hmm In my case it didn't make a difference.

I would bet it is a license issue. GPU bones animation is A8Pro only.

Originally Posted By: Reconnoiter
Damn I just noticed that #define BONES seems to break the shadows of animated entities (it shows them as they were not animated).

The shader that records depths from the light source has to animate the models too, so adding #define BONES to it could work.

Just a guess, I never used shadec laugh
Salud!

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#464585 - 02/27/17 22:54 Re: ShadeCEVO simple grass (OVERLAY) ? [Re: txesmi]
Reconnoiter Offline
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Registered: 12/26/11
Posts: 1778
Loc: Netherlands
Originally Posted By: txesmi
The shader that records depths from the light source has to animate the models too, so adding #define BONES to it could work.

Just a guess, I never used shadec laugh
Salud!
, I LOVE YOU AND YOUR GENIUS BRAIN! grin
(for others add #define BONES to sc_lights_shadowmap.fx found in shadec/fx folder. Note that is costs you a bit of fps but its still alot better than cpu bones)

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#464594 - 02/28/17 11:14 Re: ShadeCEVO simple grass (OVERLAY) ? [Re: txesmi]
painkiller Online
Serious User

Registered: 08/23/09
Posts: 1434
Loc: Spain
Originally Posted By: txesmi
Originally Posted By: painkiller
Originally Posted By: Reconnoiter

Quote:

BONES
Set this flag if you want support for GPU Bones.
, omg I did not know this feature, after adding it to the .fx files I now have twice as much fps in my project... blush


Hmm In my case it didn't make a difference.

I would bet it is a license issue. GPU bones animation is A8Pro only.


ah right then that's probably the reason
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#467367 - 07/28/17 17:46 Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller]
painkiller Online
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Registered: 08/23/09
Posts: 1434
Loc: Spain
I've been playing last days with shade-c EVO trying to get it working with gamestudio's multitexture terrain shader but got no luck. Tried setting forward rendering for it but didn't work. Has anyone got any sucess getting a multitexture terrain shader to work on shade-c evo?

Getting the gamestudio multiterrain shader to work with it would be nice as it's the one that GED uses so we could paint terrains using it.
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#468026 - 09/13/17 16:55 Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller]
rayp Offline

X

Registered: 07/31/08
Posts: 1841
Loc: Germany
Just seen Boh_havoc himself posted in our topic. Great. Thanks for taking the time. And thanks for offering a contact btw. Will be usefull for sure.
Greets

Edit: would be cool if you look into this topic from time to time. Then we could collect all questions in here.

@painkiller
Also interested in terrain support. If i remember right we only had bad workarounds or using models instead frown


Edited by rayp (09/13/17 17:18)
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