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Re: LOD -vs- FPS [Re: ulillillia] #83642
08/05/06 18:07
08/05/06 18:07
Joined: Apr 2006
Posts: 265
V
vartan_s Offline
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vartan_s  Offline
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V

Joined: Apr 2006
Posts: 265
Perhaps, but what about ent_morphskin... we can sacrifice detail with distance, and this is a good way. And as I already said, the alpha decreases with distance.

Or you could have both trees, the hi poly and low poly there at the same time, and turn 1 invisible depending on distance.

Another would be a sprite rather than a low poly tree.

The problem is, I think his intention is to maintain the look of a forest even from a great distance.

Re: LOD -vs- FPS [Re: ulillillia] #83643
08/07/06 09:12
08/07/06 09:12
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 28,024
Frankfurt
Assigning an action only for switching off the dynamic flag won't do any good for the frame rate.

Re: LOD -vs- FPS [Re: jcl] #83644
08/07/06 10:37
08/07/06 10:37
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
For low-poly models, the dynamic flag has a miniscule effect. For high-poly models (like 2000 polygons or more), however, it has a strong effect reducing the frame rate by 25% as all of my tests have shown.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: LOD -vs- FPS [Re: ulillillia] #83645
08/07/06 11:08
08/07/06 11:08
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 28,024
Frankfurt
Ullillilia, with all due respect, this is nonsense. The dynamic flag is not set at all on static entities. You're just setting it by assigning your action, and then resetting it again. Thus the only effect of following your advice would be a slower level loading.

Use some common sense: If you really would get a 25% better frame rate by assigning an action that just resets a flag, don't you think that the engine would then have that flag not set anyway? . In some cases it can even help to _set_ this flag (by assigning an action) if you want to prevent the automatic animation of a model, which consumes rendering time on very big models.

Re: LOD -vs- FPS [Re: jcl] #83646
08/07/06 14:11
08/07/06 14:11
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Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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It does have an effect when an entity is imported into WED. I've done it. Try importing an entity with 60,000 faces and 30,000 vertices into WED without an action. Then add an action to it with nothing more than turning the dynamic flag off and the frame rate increases by 25%. I've tested it so I know. This same thing happens no matter how many polygons I use and the effect diminishes with low-poly models like 50 polygons.

Edit: forgot to mention that ent_created entities don't have this.

Last edited by ulillillia; 08/07/06 14:13.

"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
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