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framerate optimization #266396
05/17/09 21:47
05/17/09 21:47
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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does anyone have a way to clip models that arent visible to the camera, i know about the culling system but what about removing models behind other models.. do i have to use a c_trace to check? any other framerate optimization methods?

Re: framerate optimization [Re: darkinferno] #266400
05/17/09 22:06
05/17/09 22:06
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
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before starting to clip,first thing i'd do is optimizing meshes, and setup LODs. Also i would try to use shortest c_traces as shortest as possible, and avoid using any unnecessary trace/calculation. i always write my particle effects dirty, and get better framerates after cleaning them up. after optimizing my code... if i am not satisified after that, i would look into other ways... but i am not there yet.


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Re: framerate optimization [Re: Quad] #266403
05/17/09 22:19
05/17/09 22:19
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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no, i'm not there yet either, i just wanted a list of ideas so i could no my limits

Re: framerate optimization [Re: darkinferno] #266409
05/17/09 22:38
05/17/09 22:38
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
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Sure, lots of methods I have seen in the past posted here.
The best was about culling out polys a certain distance away from the camera boundaries which ment you could literally play a game with millions of polys but only a few thousand is ever on display, depending on the game type of course.
Another way is to use string commands to note the Wed name then the distance and then controll visibility from there or even vec_dist.

A rough work around is to build a debug model to project from the camera in its set arc and note anything outside of this area to a certain distance from the edges of the model projection then cull them out.
The distance is to cover rapid panning.

I dont know how to script them myself but.


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Re: framerate optimization [Re: KiwiBoy] #266421
05/17/09 23:25
05/17/09 23:25
Joined: May 2009
Posts: 1,816
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darkinferno Offline OP
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thanks, i especially love the first idea, if anyone else has any other ideas, please post smile

Re: framerate optimization [Re: darkinferno] #266429
05/18/09 00:14
05/18/09 00:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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darkinferno, what your talking about is portal occlusion,as far as i know there isnt a way to really do this in realtime, but you can with precompiled static objects which is what the bsp system of a6, and the bsp system of a7 pro do. basically what it does is seperate your level into rooms and portals and if your objects are in rooms not visible to the camera they get culled out.

Re: framerate optimization [Re: lostclimate] #266430
05/18/09 00:17
05/18/09 00:17
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Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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i thought of this method, would set(my,PASSABLE|INVISIBLE) alone do the trick or would i need to ent_remove and recreate them when needed?

Re: framerate optimization [Re: darkinferno] #266433
05/18/09 00:28
05/18/09 00:28
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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you cant remove them, because if you remove them ,then no action that isnt onscreen can take place.

Re: framerate optimization [Re: lostclimate] #266439
05/18/09 01:39
05/18/09 01:39
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darkinferno Offline OP
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well true, but is setting them invisible and passable enough? or are they still taking up memory?

Re: framerate optimization [Re: darkinferno] #266446
05/18/09 03:37
05/18/09 03:37
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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invis is about the best you can do, passable wont work either because then the objects cant walk or have gravity because they will fall thru the floor and walk thru walls, on top of that they cant interact with eachother thru traces etc.

not rendering them will save on some rendering time though, they are still in the memory, but they wont be rendered graphically which will cut time and is what all engines do for occlusion culling.

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