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acknex poor performance engine? #445381
09/07/14 00:46
09/07/14 00:46
Joined: Jul 2009
Posts: 85
A
Altarius Offline OP
Junior Member
Altarius  Offline OP
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A

Joined: Jul 2009
Posts: 85
I have just added 30 characters models at 1300 poly whit a single bone animation. A little ray casting Object avoidance script as AI.

The framerate drop at 48... i runned it on a GTX 770, I7, 16 gig ram.

So what can we do whit this engine...?

Last edited by rayp; 09/09/14 21:57. Reason: moved to "The Engine" cause i dont see Lite-C related lines
Re: acknex poor performance engine? [Re: Altarius] #445382
09/07/14 01:50
09/07/14 01:50
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
you are probably doing something, wrong in your script.


3333333333
Re: acknex poor performance engine? [Re: Quad] #445383
09/07/14 02:15
09/07/14 02:15
Joined: Jul 2009
Posts: 85
A
Altarius Offline OP
Junior Member
Altarius  Offline OP
Junior Member
A

Joined: Jul 2009
Posts: 85
Mmm not sure...

for exemple if i set shadow_stencil = 1 , my fps drop at 24fps...

If i move away from the characters crown and they are not visible in the screen the fps raise back at 60...

Last edited by Altarius; 09/07/14 02:19.
Re: acknex poor performance engine? [Re: Quad] #445384
09/07/14 02:22
09/07/14 02:22
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
Bone animations are much slower than vertex animations. If u've commercial version or above, its a good idea to use a bone - shader ( theres an example something like "crowd.c" not sure atm ). And maybe u could get some frames with
Code:
ent_animatefrom, camera.clip_far = 5000


Or the avoidance script slows things down, who knows. Calling "c_trace * n" per frame ( for example ) isnt really fast. LOD always helps btw. If you wanna make DeadRising 4, Acknex isnt your first choice, of course. ^^

Quote:
for exemple if i set shadow_stencil = 1 , my fps drop at 24fps...
same here. u'll need to use own shaders for those things. See Shade-C, for example.
Quote:
If i move away from the characters crown and they are not visible in the screen the fps raise back at 60...
Scenemanagement.

Greets


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;
Re: acknex poor performance engine? [Re: rayp] #445385
09/07/14 06:09
09/07/14 06:09
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
stencil shadows are very-very slow with non-very-low poly models, even if there is only one bone anim character in the scene (say over 1000 tris), use shader based shadowmapping (pssm or any other), and it will be fine.
I use 400 characters in my RTS scene, I can get 25-35 FPS in a level with buildings and trees, and a not simple AI, but with bone anim shader which requires a pro license (you can win one for free), but it requires to use LOD models carefully, and other optimizations, like decreasing the number of views. for example I had to remove dynamic depth and refraction views and keep only reflection for my water...


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Re: acknex poor performance engine? [Re: sivan] #445389
09/07/14 09:10
09/07/14 09:10
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
@rayp: I have to add that bone animations are in fact much faster that vertex animations when done on the GPU (=> shaders), otherwise both are slow (and vertex animations need lots of memory).

@OP: yeah, stencil shadows were good 10 years ago because of the rather low amounts of polygons "back then".
For todays games you simply don't want to use these because both, performance and visuals, are really bad.
Before I forget: There are also lots of lighting glitches caused by culling, so I really recommend to use something
else, these shadows are as outdated as this engine.

Performance wise, Acknex is definitely not good in this area. Not saying that it's really bad but it's not lightning-fast
for sure, esp. when it comes to rendering. Lots of entities have a huge memory footprint and are also rendered slow
because of the missing instancing.

As a first step, leave shadows off and try to disable animations to see if that's the problem.


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Re: acknex poor performance engine? [Re: Kartoffel] #445390
09/07/14 09:13
09/07/14 09:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
vertex animation is nearly as fast as the bone animation shader. you can see the difference only in case of many characters, but then you get the problem of NOSHADER flag of mirror views...


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Re: acknex poor performance engine? [Re: sivan] #445391
09/07/14 09:16
09/07/14 09:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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@sivan: that depends on whether your bottleneck is your CPU or your GPU.

Edit: For vertex animations Acknex might create one vertex buffer per frame, which needs a LOT of memory for detailed animations.


POTATO-MAN saves the day! - Random
Re: acknex poor performance engine? [Re: Kartoffel] #445393
09/07/14 10:53
09/07/14 10:53
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
fortunately I don't need complex animations, and I use synchronized animations, which is faster than applying independent entity animations, but cannot be done in every game.
to be honest, I don't really know my bottleneck, but it would be great to determine somehow...


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