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Re: Why is USE_AABB a Pro feature in A7
[Re: D3D]
#183769
02/15/08 09:15
02/15/08 09:15
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Another set of questions comes to mind: Is there any demo to show the performance of the new BSP (especially with shaders)? Is it possible to combine static shadows with shaders? How about static geometry in BSP levels? Do they get static shadowmaps and is it possible to combine them with shaders? How good is clipping of static geometry in BSP?
I think a good indoor scene-management is a fantastic marketing argument. ABT is quite useless for big indoor scenery. So the pro-edition could be a good deal if someone wants to make shooter-games. But we need the chance to check how good it is.
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Re: Why is USE_AABB a Pro feature in A7
[Re: jcl]
#183771
02/15/08 10:32
02/15/08 10:32
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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JCL: Thanks for the hint. Actually I know what culling, BSP and ABT means in general.
My question comes from the past experience of the "old" BSP system. I will explain more deeply to make it more clear: The former system works with WED-blocks and produces many render batches through transfering single polygons. Besides that it does what BSP should do: it hides some geometry. But it was too slow to apply shaders. Direct-X loves to get only few render jobs with higher amount of polygons instead of dozens of jobs with only a few polies.
Besides that the access to the second uv-set plus shadow map was not really clear.
I would like to see this in the new BSP-demo how fast it renders big worlds with shaders and shadowmaps. There is surely more involved than just BSP, but the result is important to the users. A BSP vs. ABT demo with huge indoor and outdoor level is even better to show the advantages of each system (outdoor vs. indoor, ABT vs. BSP).
Maybe I did not explain everything perfectly right. You are far more experiencened with DX, culling and so on. But as you can see above the former scene-management had much to do with render speed and shaders. There was a reason that nobody achieved to apply shaders to block-levels fast enough.
Nevertheless I am looking forward to this demo to check if it is worth upgrading to A7 pro.
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Re: Why is USE_AABB a Pro feature in A7
[Re: jcl]
#183773
02/15/08 11:02
02/15/08 11:02
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Thanks for the reply.
Still looking forward to a little demo. It dont have to be pretty for myself. I just want to judge performance. I would do it myself if there would be a evaluation version of A7 pro.
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