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Re: Shade-C + 300 grass models (alphatex) = bad fps ?
[Re: rayp]
#423015
05/22/13 15:12
05/22/13 15:12
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Joined: Mar 2006
Posts: 1,993 Karlsruhe
PadMalcom
Serious User
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Serious User
Joined: Mar 2006
Posts: 1,993
Karlsruhe
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Merge your grass models to one mdl.
EDIT: Or place / remove grass based on a seed map during runtime just around the player.
Last edited by PadMalcom; 05/22/13 15:12.
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Re: Shade-C + 300 grass models (alphatex) = bad fps ?
[Re: rayp]
#423018
05/22/13 15:58
05/22/13 15:58
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Joined: May 2009
Posts: 5,377 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,377
Caucasus
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Re: Shade-C + 300 grass models (alphatex) = bad fps ?
[Re: Superku]
#423031
05/23/13 07:01
05/23/13 07:01
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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or if you set a shade-c shader for grass models, their creation could be slower than without shade-c. imo runtime seeding is not a fine thing, especially if you run 300 functions with 300 wait(1);, it slows downs things, it's better to keep performance for your characters... as above mentioned, alpha testing instead of alpha blending helps, or simply set OVERLAY, it is the fastest (grass does not have to have nice border pixel fade out), and using larger grass models (e.g. 6-8 models merged) with very early clipping (max 1000 quants) and lod can be a solution. just take the large grass models from my editor to test it, it's free. I could achieved good fps by them beside using shade-c 0.90 water (running only the corresponding parts of refraction, reflection, dof). and set them UNLIT, it also results in a great boost. in this case you have to tweak their material colours properly, and have to play with alphatransparency value and shadow alpha to get proper shadows. and use vertex wind animation for only the first lod of them. I'm a bit sleepy (wake up time 4:45), I just hope I wrote no stupid things 
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Re: Shade-C + 300 grass models (alphatex) = bad fps ?
[Re: sivan]
#423045
05/23/13 12:40
05/23/13 12:40
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Joined: Jul 2008
Posts: 2,110 Germany
rayp
OP

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OP

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Joined: Jul 2008
Posts: 2,110
Germany
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Thanks for the tips so far. I had not much time but played a bit around. The statistics panel says 113k Polys. When i call sc_setup the polycount raises up to 10 times which kills ( of course ) the framerate. I have the feeling some pp effects ignores my camera.clip_far / lod - management. Already done. ^^ just take the large grass models from my editor to test it, So i did  with very early clipping (max 1000 quants) For now i clip the grass models at 600 ( 5% [LOD1] of my camera.clip_far = 120000 ). I have no shadows activated. Do u mean UNLIT flag of the grass models ? If so i could try this when iam at home later. At the weekend ill invest some hours to look. I recognized its not only a shade-c prob. If i activate a DoF from Slin fex, same thing happens to my polycount = with same result. Maybe my terrain (HMP) is the bad guy. Thank you all for your tipps. greets Till then
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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