Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (TipmyPip, 1 invisible), 18,758 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Max poly [Re: Helghast] #305742
01/16/10 23:35
01/16/10 23:35
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
and wtf does polycount have to do with AI? oO°

Re: Max poly [Re: Hummel] #305747
01/16/10 23:43
01/16/10 23:43
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Well, if I remember right, there is a little goblin inside your PC which draws the image on your screen. This is a "incredible awesome" little guy, so it's called IA and if we invert this, its called AI.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Max poly [Re: WretchedSid] #309751
02/10/10 22:34
02/10/10 22:34
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Oh God this topic is funny.

To be a bit serious I once made a floor that had 1024 pyramid meshes on it laid out in an even grid. When they were all in view it ran like crap on a decent computer. When only a few were in view it was fine. When I put them all in one mesh and had only 1 entity and not 1024 it ran just fine. As you see there is more to this then just poly-count.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: Max poly [Re: FoxHound] #309753
02/10/10 23:02
02/10/10 23:02
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
If you include default.c, then you can press F11 and a Panel show you what make your fps down. It shows up the time that different things need (Functions, Entities, Panels, Particle, Script, Physic and so on)

Re: Max poly [Re: Widi] #309958
02/12/10 10:29
02/12/10 10:29
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
most of the time there's one bottleneck, be it bandwith or vertex processing power. sometimes it's the scripts but then you've got either an incredibly time-consuming simulation or you're simply not good at it. there are hundreds of articles out there describing how to determine the bottleneck, F11 being one of them. there has also been some program (by nvidia?) out there which could measure performance of single draw calls; we once asked jcl to enable the engine for this tool (you have to compile the application with a specific driver), but i'm not sure if that has been done or not.

Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1