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Optimisation
#99598
11/22/06 21:30
11/22/06 21:30
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Joined: Oct 2006
Posts: 91
Ghost
OP
Junior Member
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OP
Junior Member
Joined: Oct 2006
Posts: 91
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Hi, The plans for the future of A7 seem to cover most things pretty well, the only area that may be lacking is optimisation, so I would like to open a discussion about that here. I know there are gains due with the ABT renderer and hardware occlusion culling is very likely too eventually, but from the forums there seem to be a few things that experienced users indentify consistently as unavoidable perfomance bottlenecks namely: bone animation and nested if then statements. Ok you can get around the nested statement if you are an expert/know C++ but what about a fix for the ordinary user  , Batching has also been mentioned a lot but I've never seen a response -JCL is batching worthwhile in your opinion? In short Acknex engine feature set and future plans look great but we just need to make sure we don't forget about increasing performance too, especially when alot of the other request are things like shaders that are usually going to slow your game down. So come on give JCL your feedback on what you feel is really slowing down your game in A6?
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Re: Optimisation
[Re: Ghost]
#99599
11/22/06 22:46
11/22/06 22:46
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
So come on give JCL your feedback on what you feel is really slowing down your game in A6?
Mostly it's a.) my bad coding, b.) a lot of stencil shadows, c.) too much traces per frame and it'll slowdown too much (the easy fix is not tracing every frame, but for some things it would have been nice to be able to trace *almost* every frame).
The shaders I'm using eat little performance, I do not like using none-optimised and bad coded shaders,
Cheers
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Re: Optimisation
[Re: FBL]
#99607
11/24/06 17:06
11/24/06 17:06
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Which often turns out to be big textures for small models.. Lol, I've just found out that in one of my games, the smallest texture used is 512x512.  Lucky enough rescaling the texture in MED is easy as one two three. Cheers
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