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problem with "preload_mode"
#315233
03/14/10 07:51
03/14/10 07:51
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mercuryus
OP
Unregistered
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mercuryus
OP
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...
preload_mode = 3;
max_entities=5000;
level_load(NULL);
fps_max=70;
wait(1);
// create level
ent_create(mdl_ground, nullvector, act_ground);
ent_create(mdl_ ...
...
I can't see that preload_mode=3; loads the models (~2000) to the video memory when created. It still takes seconds to render the first frame with all models but then it runns smooth (the same way like with preload_mode=1;).
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Re: problem with "preload_mode"
[Re: darkinferno]
#315420
03/15/10 12:21
03/15/10 12:21
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mercuryus
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mercuryus
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it will not increase startup time (in fact it startup will be slower).
But it will eliminate the "bucking" of the camera if many models have to be loaded in the video memory when rendered the first time?
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Re: problem with "preload_mode"
[Re: darkinferno]
#315447
03/15/10 16:21
03/15/10 16:21
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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I agree with Firoball, and "kindof" with darkinferno...
I think the ent_preload probably IS working, but the manuals description of what it is doing is misleading. I havent tested this BTW, its just an educated guess. What I suspect is this... Ent_preload does NOTHING with ent_created entities. It only preloads entities referenced by the level during a level_load. It may also be possible it is only loading the entities from hard-disk, and not into video-ram.
I also suspect a workaround for this is to do your ent_create's with the entity SHOWING in the view fustrum for at least one frame so it gets loaded into the video-card memory.
Hopefully someone with a better in-depth understanding of directx or the A7 rendering engine can help with this part. Because flashing all the entities up on the screen would be very 'ugly', it MAY be that :: 1> Entities get loaded into the video-ram even when hidden 'behind' another entity, or even a panel, or 100% alpha-transparent. 2> You may be able to have the entity still in the video fustrum but so far away to be unseen (but NOT clipped by clip_far or LOD). 3> It may also be do-able to load the entities in a 3D location that is only in the fustrum of an non-displayed custom "view". This unused view may be enough to trigger the renderer to load it into video-ram.
Hopefully someone can validate or disprove my ideas cause it is an issue I WILL be hitting in the future.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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