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Build Speed & FPS: Collision vs. Draw Speed #38982
01/07/05 04:56
01/07/05 04:56
Joined: Feb 2004
Posts: 347
BigBrainz Offline OP
Senior Member
BigBrainz  Offline OP
Senior Member

Joined: Feb 2004
Posts: 347
BACKGROUND
I've got a number of levels with about 7,000 vertices and 6,000 portals. With visibility calculations turned off, each one builds in about 60 seconds. But with it turned on, I've spent DAYS trying to calculate it with seemingly zero progress. Seems like a bug to me, but I'm trying to work around the problem for now by converting some of the main level sections to map entities with LODs. That part works well.

However, Newton objects won't collide with map entities, so I've had to build some invisible, lo-res blocks in the level that line up with the map entity. Then I make the map entity passable. But now, in trying to speed up both FPS and build times, I've wound up with the original geometry (converted to a map entity, set to passable, with LODs) AND a lo-res, invisible collision volume.

QUESTION #1: FPS
During gameplay it seems that the map entity will render much faster from a distance because of the LODs. However, I've also got that lower-res, invisible collision volume. How many resources will that take up? There's no drawing, but there is collision. (I have to stay at 6.22 so I've simply built blocks with a texture set to "none," since "invisible" also makes them passable)

QUESTION #2: BUILD TIME
I'm guessing that converting level geometry to a map entity will reduce my build times by about 90%. But then I also have to add these lower-res collision volumes back in. Does anyone know how much these invisible collision volumes will add back to my visibility calculations? I'm hoping it's zero . The collision blocks have about 1/2 to 1/6 the resolution of the actual geometry.

Thanks!

BACKGROUND

Re: Build Speed & FPS: Collision vs. Draw Speed [Re: BigBrainz] #38983
01/07/05 05:57
01/07/05 05:57
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

Expert
ISG  Offline

Expert
I

Joined: Aug 2004
Posts: 2,215
Quote:

(I have to stay at 6.22 so I've simply built blocks with a texture set to "none," since "invisible" also makes them passable)




Why must you stay at 6.22? The only reason you HAVE to stay here is if you have the Pro version Warez. I'm not accusing you of anything, only saying that may be the only reason. Upgrading to 6.31 or better is well...better.


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Re: Build Speed & FPS: Collision vs. Draw Speed [Re: ISG] #38984
01/07/05 07:06
01/07/05 07:06
Joined: Feb 2004
Posts: 347
BigBrainz Offline OP
Senior Member
BigBrainz  Offline OP
Senior Member

Joined: Feb 2004
Posts: 347
I don't want to further hijack my own question, but to answer your question about 6.22 . . . It's the last official release version that does NOT require DirectX 9.0 and so far we've chosen not to require all our customers to update.

Re: Build Speed & FPS: Collision vs. Draw Speed [Re: BigBrainz] #38985
01/09/05 05:28
01/09/05 05:28
Joined: Feb 2004
Posts: 347
BigBrainz Offline OP
Senior Member
BigBrainz  Offline OP
Senior Member

Joined: Feb 2004
Posts: 347
Anybody have a clue about how invisible collision blocks and passable entities affect Build Speed and FPS?

Re: Build Speed & FPS: Collision vs. Draw Speed [Re: BigBrainz] #38986
01/10/05 07:28
01/10/05 07:28
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Why not conduct a few tests on a level with very simple geometry to see how this affects built times.


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