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Re: framerate optimization [Re: lostclimate] #266486
05/18/09 13:16
05/18/09 13:16
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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NRW/Germany
look at aum 61 .there are the most framerate optimisation techniques.


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Re: framerate optimization [Re: alibaba] #266495
05/18/09 14:12
05/18/09 14:12
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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at my pc (duh)
yes, i'm aware of these.. i was looking towards more technical methods

Re: framerate optimization [Re: lostclimate] #266800
05/19/09 19:18
05/19/09 19:18
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
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Southern Oceans
What you may need to do is create all models with a max of 100 polys or split the model into such segments. For terrains, use chunking.
When clip range reaches this model and most of it is in sview then the furtherest 100 set will clip first etc...
This ensures that large terrain models, the one with all the polys, are clipped during play.

The last option is removal and recreation but this needs to be managed by setting the objects to show at start-up (loading level smile ) then removed, to ensure the transition is as smooth as possible for a newly created entity ingame.

Hope Im on the right track here...


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Re: framerate optimization [Re: KiwiBoy] #266803
05/19/09 20:07
05/19/09 20:07
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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yep.. you are, i already thought of the first ideas too... anyone else has hints or softwares that can help?

Re: framerate optimization [Re: darkinferno] #266806
05/19/09 20:30
05/19/09 20:30
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
Quote:
The last option is removal and recreation but this needs to be managed by setting the objects to show at start-up (loading level smile ) then removed, to ensure the transition is as smooth as possible for a newly created entity ingame


as already said above, you cant do that because the object will not exist so if its a enemy and it cant be seen, it cant move and look for you or collide with things, if its a wall and you back into it, you will walk through, and nothing else will hit it because it doesnt exist if you dont see it.

Re: framerate optimization [Re: lostclimate] #266815
05/19/09 22:36
05/19/09 22:36
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
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You should really think about using LOD, because if your 10k model is only 20 pixel height on screen, it does not make sense to render such an amount of polygons at all. For reduced poly models, don't forget to also reduce its texture size, because you don't need 1024x1024 if the result is only max 20x20 pixel onscreen.

The best framerate can be killed if you have tons of shaders running with too many effects. If your shader supports 3 effects, but your model only needs 1 of those, its waste of processing time.

You can replace a tree which is far away with a simple texture instead of the model, even shadows can be faked with textures (if your tree is flat, you need a faked shadow, to get the shadow shape you need)

Dont load 50 tree entities at once, just because your character passes a certain point in your map from which a forrest can be seen. Load them in several smaller groups if the player get closer to that place.

Dont destroy entities if you pick up things which lay around just to let them disapper, and recreate them again if they respawn (like weapons in an fps game)
Just make them (and their shadow) invisible and switch them on again, later.
Entity creation/destroying takes time and might drop your framerate a bit.

Lots of little things... which may drop your frame rate if you don't think about these issues.

But keep in mind that optimization has to be done on older hardware, otherwise it runs smooth on your fast development computer but slow as a stone on a 2 year old machine.

Good luck with your project smile

-- slacer

Re: framerate optimization [Re: slacer] #266817
05/19/09 23:05
05/19/09 23:05
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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at my pc (duh)
thanks for all the tips guys, especially at slacer smile i have a solid idea of where i'm aiming now..

Re: framerate optimization [Re: darkinferno] #267236
05/22/09 17:48
05/22/09 17:48
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Lübeck
When there are many objects on the screen, the most effective way to improve the perforence is to render all instances of the same object just as 1 or two objects sharing the same texture. If you for example have 10000 blades of grass, each one as an individual model, it will be rendered very slow. But if you put them all together into one model, it will be very fast.

Re: framerate optimization [Re: Slin] #267242
05/22/09 18:06
05/22/09 18:06
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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i thought of this, but this couldnt work for buildings could it? because in that case the buildings behind you wouldnt be culled as they you are still viewing some of it infront of you.. same for grasses... right?

Re: framerate optimization [Re: darkinferno] #267278
05/22/09 22:15
05/22/09 22:15
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
yeah but buildings arent what are going to cost you a lot of polygons or objects so they arent a really big need for culling. its more of the little details, a large building with 400 polygons isnt going to crap out your game, its going to be the 10x400 poly tables and the 20x2.5k poly humaniods, and that 5.5k boss at the end that are going to make your game lag.

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