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sehr viele Entities/ very much Entities- bad framerate #223844
08/26/08 22:20
08/26/08 22:20
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
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Benni003  Offline OP
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Joined: Aug 2008
Posts: 394
Germany
Hallo,
Ich bin gerade dabei ein Spiel zu entwickeln, in dem ich 50000 Entities im Level haben muss.
Die Entities haben sehr wenig vertices, weshalb nur so 20000 Vertices gleichzeitig im camera view zu sehen sind, trotzdem ist die framerate auf 5!(hatte schon mal 60000 vertices mit wenig Modellen im camera view, ohne das die Framerate einbrach)
Gibt es eine Möglichkeit, trotz der vielen Entities eine gute Framerate zu erzielen?

Hello,
I'm developing a game. And there are 50000 Entities in the Level! The Entities have sparse vertices, that's why there are just 20000 vertices coeval on camera view and the framerate is 5!
Is it possible to have many Entities in the Level and the franerate is better?
(sorry for my bad English)

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Benni003] #223905
08/27/08 16:25
08/27/08 16:25
Joined: Apr 2008
Posts: 650
Sajeth Offline
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Sajeth  Offline
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Joined: Apr 2008
Posts: 650
50k Entities? Madness?
Versuch, das mit programmiertechnischen Kniffen zu umgehen.
Beispielsweise nur die benötigten Entities zu erstellen/unbenötigte zu entfernen.


Teleschrott-Fan.
Re: sehr viele Entities/ very much Entities- bad framerate [Re: Sajeth] #223917
08/27/08 17:27
08/27/08 17:27
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
There could several reasons why you have FPS problems. Generally, rendering 50000 independent objects is not leading to a good fps. Escpecially if you assigned to each entity a function that runs each frame. In addition, not knowing _what_ code you are executing makes people including you more "guessing" why you have such problems.

Can you post a screenshot or more details? Otherwise you won't receive much answers which are helpful, too.

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Sajeth] #223923
08/27/08 18:07
08/27/08 18:07
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
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Benni003  Offline OP
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Joined: Aug 2008
Posts: 394
Germany
Originally Posted By: Sajeth
50k Entities? Madness?
Versuch, das mit programmiertechnischen Kniffen zu umgehen.
Beispielsweise nur die benötigten Entities zu erstellen/unbenötigte zu entfernen.


Ja, diese Idee hatte ich auch schon, leider beanspruchen die funktionen ent_create() und ptr_remove() auch einiges an leistung. Die Entities müssen ja durchgehend erstellt/gelöscht werden, weil es sich um ein Aufbau-spiel handelt und sich der camera view andauernd bewegt

Re: sehr viele Entities/ very much Entities- bad framerate [Re: HeelX] #223925
08/27/08 18:13
08/27/08 18:13
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
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Benni003  Offline OP
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Posts: 394
Germany
Originally Posted By: HeelX
There could several reasons why you have FPS problems. Generally, rendering 50000 independent objects is not leading to a good fps. Escpecially if you assigned to each entity a function that runs each frame. In addition, not knowing _what_ code you are executing makes people including you more "guessing" why you have such problems.

Can you post a screenshot or more details? Otherwise you won't receive much answers which are helpful, too.


I havn't assigned to each entity a function. And it's not a problem with the vertices, it's a problem concerning the high numers of Entities. Even all the entities are INVISIBLE the framerate is bad.

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Benni003] #223931
08/27/08 18:27
08/27/08 18:27
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Austria
Also if they are passable?
What about the texture? Do you use mipmapping?

Dark_Samurai


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Re: sehr viele Entities/ very much Entities- bad framerate [Re: Dark_samurai] #223933
08/27/08 18:47
08/27/08 18:47
Joined: Apr 2008
Posts: 600
Austria
Petra Offline
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Petra  Offline
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Austria
If you have many entities, I found nontransparent entities render faster than transparent entities. It does not matter much with few entities, but it matters with many entities, maybe because of the sorting.

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Petra] #223947
08/27/08 19:34
08/27/08 19:34
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Drück mal die F11-Taste, um im Debug-Panel zu sehen wofür die Engine am meisten Rechenzeit braucht.

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Pappenheimer] #223957
08/27/08 20:11
08/27/08 20:11
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
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Benni003  Offline OP
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Joined: Aug 2008
Posts: 394
Germany

This is a Testlevel with many Entities.
Every Entity is 900 Bytes big and have 5 Textures. Every Texture have 64x64 pixel and dds-format. The Textures are save extern.
screen

Re: sehr viele Entities/ very much Entities- bad framerate [Re: Pappenheimer] #223960
08/27/08 20:18
08/27/08 20:18
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
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^^.

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