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material question #422982
05/22/13 01:38
05/22/13 01:38
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
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DLively  Offline OP
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Posts: 1,988
Canadian, Eh
material tree_mat{
ambient_blue = 5;
ambient_green = 5;
ambient_red = 5;

emissive_blue = 110;
emissive_green = 110;
emissive_red = 110;
}

how much memory does this use?

Edit its attached to about 60 trees

Last edited by DevoN; 05/22/13 01:41.

A8 Pro 8.45.4
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Re: material question [Re: DLively] #422987
05/22/13 02:01
05/22/13 02:01
Joined: Jan 2013
Posts: 17
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BySharDe2 Offline
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I have no idea, but I never worry about the efficency of A8.
Especially the GPU power.

Re: material question [Re: BySharDe2] #422991
05/22/13 03:18
05/22/13 03:18
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
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My games fps is dropping, and Im trying to find out why.
Perhaps you shouldn't post on peoples threads (To fill your posts I assume) unless you really have something constructive to add. I appreciate your input - but If i wanted to give up I would have already.

EDIT: Anyone else? laugh

Last edited by DevoN; 05/22/13 03:20.

A8 Pro 8.45.4
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Re: material question [Re: DLively] #422995
05/22/13 06:15
05/22/13 06:15

M
Malice
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Malice
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(At the risk of saying little helpful) I don't think that simple material has anything to do with it. Shouldn't you use the model material and then change those members at runtime in the entity action. maybe not.

Edit* are 60 trees in scene at once? (sorry if I miss understood)

Didn't you post that the ent_geometry was the thing that stats panels showed increased when looking ~long. Could you give as much info about what is in the scene at time the frame rate drops. All info you can give helps.

Some thing of note -

Many running functions.
First load of entities.
Jump from no scene to many entities in scene.
No LOD
Big clip ranges
Some shaders
Crazy big textures
Not using chunked terrain.
Not using a terrain shader.
Using extremely high poly count models and poor LOD steps.

I hope that helps. I really don't know much here.

Last edited by Malice; 05/22/13 06:17.
Re: material question [Re: ] #423024
05/23/13 00:56
05/23/13 00:56
Joined: Apr 2005
Posts: 1,988
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Quote:

(At the risk of saying little helpful)

Lol, I asked my question because I wanted to know wink Any input is helpful, unless im being told to ignore my own question tongue

Anyhow, Perhaps I have been a little vague with my project.
First of all, most know That I havent migrated to lite-c yet, and am still writing with c-script. This shouldn't have an effect on what I am trying to solve.

Quote:

Didn't you post that the ent_geometry was the thing that stats panels showed increased when looking ~long. Could you give as much info about what is in the scene at time the frame rate drops. All info you can give helps.

I've accually solved that problem by creating more LOD levels. It still lags a little but not as bad as it was.
I've played games that have far more on the screen than my game does and my computer doesnt lag like mine does with my game.. Which leads me to believe that it must be something im doing wrong wink
My next step is MipMaps btw.

My biggest texture size is 2048* and are two sprites (instead of a terrain)
I only use 'Shaders' on LOD_0 - and then use a material for the other ones..
(Which was basically my question is whether or not it makes a difference, using a toon shader with a gradient mask, compared to the material I displayed above)

All my LOD stages are significantly lower in poly count

Would it help to delete any "Invisible" faces (The bottom faces of a house)

Im running several C_scans at once in different entities

my menu consists of 1 800x600 panel, with about 50 64*64 panels sharing the same bmap, and have about 30 other panels visible / invisible

im using enable_polycollision = 2 Which I believe means I am using the AABB colision system.

im not using a stencil shadow, and most shadows are dynamic and part of the ground sprites

Video_mode is 800x600
video_depth reduced to 16 (not sure if that makes a difference)

Polys per Second : caps around 1000K (but strangely the fps stays at 66 at 1000k in some places)

entities in level : 445
visible : 230
tri 17K

nexus is 41819
geometry is 128
shaders 1244
entities 23544
bmp is 12563

Free 2025472

207 Functions running (is that bad?)

I use blocks with no Surfaces for obstacles

Thats all i can really think of right now tongue
Hope this is more helpful laugh

Last edited by DevoN; 05/23/13 00:58.

A8 Pro 8.45.4
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Re: material question [Re: DLively] #423025
05/23/13 01:55
05/23/13 01:55
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
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Originally Posted By: DevoN
Would it help to delete any "Invisible" faces (The bottom faces of a house)

I wouldn't recommend that. The engine is culling them away anyways.
Originally Posted By: DevoN
Im running several C_scans at once in different entities

Ouch. This will eat up quite some time. How long does the function execution take in milliseconds?
Originally Posted By: DevoN
my menu consists of 1 800x600 panel, with about 50 64*64 panels sharing the same bmap, and have about 30 other panels visible / invisible

How long does the rendering of the panels take in milliseconds? Panels can significantly slow down rendering dependent on their number and complexity.

Originally Posted By: DevoN
Video_mode is 800x600
video_depth reduced to 16 (not sure if that makes a difference)
That is really not state of the art any longer.
Originally Posted By: DevoN
207 Functions running (is that bad?)
That does not matter. It's the time these function take to execute that matters.

Why don't you post a screenshot including the debug panel? That would really make things easier.


Always learn from history, to be sure you make the same mistakes again...
Re: material question [Re: Uhrwerk] #423027
05/23/13 04:01
05/23/13 04:01
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
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Quote:

Ouch. This will eat up quite some time. How long does the function execution take in milliseconds?

its in a while(1) loop smirk

Quote:

How long does the rendering of the panels take in milliseconds?

Dont know how to check this.. Could you lead me in the way, please?

Here is the eye_candy
It is simply just a fan project. Nothing more.

Edit: This project is for learning purposes only.








Last edited by DevoN; 05/23/13 04:07.

A8 Pro 8.45.4
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Re: material question [Re: DLively] #423028
05/23/13 05:05
05/23/13 05:05

M
Malice
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Malice
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The second column in the debug panels is ms(millisecond) per Frame. The "pan" is render for panels. and "fnc" cycle time for running functions. Try to mark the points were these are highest that will show possible chock points. I don't know a method to check each one - (Timer()?)

srv - 12.4 ??

Your screen shot shows a low fps of 50 ?? This is bad? I'm sure you set a good clip range right. The scene seems way to small for turning the furthest models into sprite.

Wouldn't a it run a little faster with terrain? (maybe not)

Well all I can help with.

Last edited by Malice; 05/23/13 05:08.
Re: material question [Re: ] #423032
05/23/13 07:12
05/23/13 07:12
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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nice screenshots. what shadows do you use? it can also have an effect of fps, and entity rendering time. 17 ms for this scene is too high, but 50 fps is absolutely fine.
I suggest you not to test anything below 1024x768 resolution, today nobody wants to play with low resolution. test it on the highest resolution you want to allow to motivate yourself to tweak performance. laugh


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Re: material question [Re: sivan] #423066
05/23/13 16:32
05/23/13 16:32
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
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@Malice: A I see now laugh
What exactly is srv 12.4 - on an older project srv went up 20 and the fps shot down to 30.. could this be linked?

My clip range is slightly further than the map size (5000x5000) clip near is set to 1, and clip_far is 6000...

The furthers models are still models just with very low polycount (I think thats a pretty good LOD then right?)

Im currently setting up terrains - problem is that I was using 2 2048x2048 textures per layer of the level, and setting the invisible parts to overlay, and the sprites to passable.
The reason this is a problem, is because passable terrains are considered 'water' in my script. I've thought of a work around and am going to set it so that water terrains need to have flag2 set in order to be water..

And thank you, That was good help wink



@Sivan Thank you laugh
The shadows are actually part of the ground texture, to save resources. 17ms is all the numbers added together, right? How Do I bring down Srv? I assume thats the problem.

The reason I have it in 800x600 is because I originaly had it set for 1024x768 but I wanted to see if converting it down would solve anything - which it didnt.. So ill be adding several resolution stages eventually...

Thanks for the Help laugh


Cheers guys!


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