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Re: MMO test
[Re: jcl]
#297716
11/09/09 13:15
11/09/09 13:15
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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How about the shader-bones-animation features apparent in bones.fx. Are we going to see those soon?
Thanks,
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: MMO test
[Re: jcl]
#297723
11/09/09 13:35
11/09/09 13:35
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Wow, okay. When I did my own (very limited) tests I used TEXCOORD1 to store an index for the bones (it only allowed one bone per vertex, and meant I couldn't use the second uv-set for anything else); I knew we'd need a slightly bigger vertex struct, but I had no idea the repercussions would be so big. Really appreciate the effort, and wish there was something I could do! Either way, I was stoked to see so many bones-animated models on-screen at a time, and was surprised to see each of those entities has 60 bones! That's a solid test as far as I'm concerned Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: MMO test
[Re: Spirit]
#297905
11/10/09 16:58
11/10/09 16:58
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya.
Intel Quad Core2 Q9450 @2.66 (4 cores) 8GB DDR2 Radeon HD 4870 (512MB), running Catalyst 9.10 Windows 7 Pro (64-bit)
Crowd: 69 fps Forest: 63 fps
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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