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How to scene management for Lite-C Full (the cheapest version)
#220948
08/11/08 01:58
08/11/08 01:58
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Joined: Jun 2008
Posts: 91
Coisox
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Posts: 91
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This is a very long explanation. I hope somebody will read it. I've stuck with this problem for 2 weeks.
When I'm using the trial Pro version, my game can run at 60fps on decent laptop. But after I bought the Lite-C Full, my game cannot be enjoyed on laptop anymore (20-25fps). On the website, A7 version comparison, it mention about manual scene management. But how?
Here is what I have noticed but dont understand:
A 12 faces entity (a box) but very large (bigger than the camera view), is rendered much slower compare to a 2000 faces entity but small and everything is inside the camera's view. Example of big entity is wall and example for small entity is ball.
My level ONLY consist of 4 walls, a floor and a stage (consist of 4 blocks and a floor). My level is set to PASSABLE. I create a seperate entities (but INVISIBLE) for the collision detection. The problem is on the visible level itself. If I make it invisible, then I manage to get 60fps.
I have seperated all level entities into different .mdl but still no good. Then I split my walls and floor into smaller entities (eg wall[18][18], floor[18][18], etc) and hopefully, the ABT will manage it. But still no good. I have read somewhere that if we use >500 entities, the fps will drop.
So how you guys manage the scene? To get a better idea, my game is like the AUM76 cover; a room that is bigger than the camera, a stage (but mine is much lower complex) and the stage is a little bit bigger than the camera's view.
The whole polygon in my game (including level, character, objects, everything) is lesser than 2000 poly. I've also made seperate projek for testing which rendering several entities within the camera's view but very high poly (3000 poly each) and it render much faster than my game.
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Re: How to scene management for Lite-C Full (the cheapest version)
[Re: Scorpion]
#221116
08/12/08 13:12
08/12/08 13:12
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mercuryus
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mercuryus
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Press F11 when the game is running. Then make a screenshot when the framerate is low (with F6) and post it here.
Then we can see (and help) what's your main problem
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Re: How to scene management for Lite-C Full (the cheapest version)
[Re: ]
#221247
08/13/08 02:33
08/13/08 02:33
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Joined: Jun 2008
Posts: 91
Coisox
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Posts: 91
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did you checked the box 'create meshes'?
I'm using the Lite-C Full version. So no WED. Press F11 when the game is running. Then make a screenshot when the framerate is low (with F6) and post it here.
Then we can see (and help) what's your main problem Here's the statistic panel:  Here's the whole screen (resized)  Here's the whole screen (actual pixel) [CLICK HERE]FYI, I have checked the "100MB Nexus" in SED because some particle effects when be triggered will crash the game.
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Re: How to scene management for Lite-C Full (the cheapest version)
[Re: Coisox]
#221263
08/13/08 06:29
08/13/08 06:29
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mercuryus
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mercuryus
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Hmmm... All informations about the timing (ms/frame) are not available. Not much to see with this values. The only thing I can see is you have a vidoeadapter with low memory (maybe an inbuilt/memoy shared) graphic adapter.
I would reduce the size of the textures in the fist step to see if this is the reason. (e.g. a 256x256#24 bmp)
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Re: How to scene management for Lite-C Full (the cheapest version)
[Re: ]
#221447
08/14/08 02:59
08/14/08 02:59
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Joined: Jun 2008
Posts: 91
Coisox
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Posts: 91
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Yes, at last. I knew whats wrong. First of all, my textures are very small. If you see the picture, all textures a tillable.
The problem is using the material option in the MED. Sometimes I just adjust the ambient/diffuse to darken/lighten the color because MED is like using some kind of color palate. What I mean is, if I use a .bmp texture, a 255,255,255 vs. 230,230,230 color produce the same output. Its like using a 8 bit .bmp (even I use 24 bit).
So, using ambient/diffuse on large object cause very low fps. Switch it off and just accept the final output.
I cant understand why MED or the engine automatically reduce the color palate. Even I use 24 bit .bmp as my flash screen (some logo), the color is reduced. Alternatively, I'm using .jpeg for my flash screen (which doesn't been reduced).
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