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Re: sehr viele Entities/ very much Entities- bad framerate [Re: Slin] #223967
08/27/08 20:51
08/27/08 20:51
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HeelX Offline
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I dont think that there are 18k entities visible in your screen. Is this a BSP or an ABT level? Did you played with the ABT tree range? Do you use a weird camera setting (low arc, highly distant from objects to receive fake isometric view)?

http://www.conitec.net/beta/acknex.htm

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Slin] #223996
08/27/08 22:31
08/27/08 22:31
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
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Benni003  Offline OP
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Originally Posted By: Slin
Das viele Entities viel Leistung unabhängig von den Polies verbrauchen, ist mir auch schon häufig aufgefallen. Das ist allerdings auch recht verständlich wenn man überlegt, was die Engine für jede Entity intern jeden Frame regeln muss und dann noch die entsprechenden Daten an die Grafikkarte senden... Ein Beispiel wäre da z.b. View Frustum Culling, wo geprüft wird, welches objekt sichtbar sein könnte und welches nicht, da werden 50k boundingboxen jeden frame abgefragt.
Was du also mal wie schon Dark_samurai geschrieben hat versuchen könntest, ist, die Modelle passable, invisible und auch undynamisch (DYNAMIC Flag abstellen) zu stellen.
Das sollte ein bischen was bringen, dass es aber alle Probleme löst bezweifel ich^^.


Ich habe sie mal alle Passable gemacht und das Dynamic zurückgesetzt, leider ohne Erfolg

Re: sehr viele Entities/ very much Entities- bad framerate [Re: HeelX] #223998
08/27/08 22:39
08/27/08 22:39
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Benni003 Offline OP
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Benni003  Offline OP
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Originally Posted By: HeelX
I dont think that there are 18k entities visible in your screen. Is this a BSP or an ABT level? Did you played with the ABT tree range? Do you use a weird camera setting (low arc, highly distant from objects to receive fake isometric view)?

http://www.conitec.net/beta/acknex.htm


I use ABT (I have the commercial edition)
tree_range=100;
camera.arc=60;
... Just a bit Entities are VISIBLE on camera view

...I'm not a beginner of working with the 3D GameStudio

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Benni003] #224026
08/28/08 01:40
08/28/08 01:40
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amy Offline
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I also often noticed that Gamestudio handles big amounts of entities (I don´t even mean extreme numbers like the OP) slower than other engines. It´s independent of the amount of geometry to be drawn or running functions. Something seems to be slow with entity handling. What could be the reason for this? Maybe we should ask Conitec if this could be optimized somehow?

Quote:
Ein Beispiel wäre da z.b. View Frustum Culling, wo geprüft wird, welches objekt sichtbar sein könnte und welches nicht, da werden 50k boundingboxen jeden frame abgefragt.
Isn´t frustum culling supposed to be hierarchical with the help of some spatial data structure? i think it would be quite stupid to check each entity individually.

Re: sehr viele Entities/ very much Entities- bad framerate [Re: amy] #224039
08/28/08 06:51
08/28/08 06:51
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Benni003 Offline OP
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Yes, you are right. We should ask conitec.
Maybe conitec will answer so this Topic.

Das wäre wirklich super, wenn conitec sich darum kümmern würde. Wenn dieses Problem gelöst wird, könnte es vllt sogar bald ein Spiel mit großen schlachten geben so wie in Total war smile ...Das würde die Engine meiner Ansicht nach noch ein ganzes Stück verbessern.
Was hält conitec denn davon?

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Benni003] #224074
08/28/08 11:55
08/28/08 11:55
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Dark_samurai Offline
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Normalerweise antwortet Conitec nur auf Threads die in z.B. AskConitec sind, also wäre es besser wenn du dort fragst.

Dark_Samurai

Last edited by Dark_samurai; 08/28/08 11:55.

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Re: sehr viele Entities/ very much Entities- bad framerate [Re: Dark_samurai] #224114
08/28/08 15:57
08/28/08 15:57
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Benni003 Offline OP
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Originally Posted By: Dark_samurai
Normalerweise antwortet Conitec nur auf Threads die in z.B. AskConitec sind, also wäre es besser wenn du dort fragst.

Dark_Samurai


Danke, werde ich machen

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Benni003] #224344
08/29/08 17:36
08/29/08 17:36
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amy Offline
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I take my post back. smile I did a quick test with 10000 simple entities in A7 and Ogre and there doesn´t seem to be much difference in performance.

I clearly remember that Gamestudio didn´t handle big entity numbers well in my projects (it started to get very slow with something like 1000 entities) but that must have been some older version like A6 or A5.

(Of course Ogre is faster when it comes to animation and shadows though since it uses shaders for everything and A7 uses the CPU only.)

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