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Engine is slow? Or am I nuts?
#380191
08/14/11 13:39
08/14/11 13:39
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Hi there, I'm having a little problem... I've made movement, weather and weapons script for my current project. I use 3 while loops for all of them, one for weapons, one for weather and last one for all the rest of stuff. My player's movement uses 2 c_moves, and 2 traces (on for gravity (1000 q) and second for crawling (about 40 q) both with USE_BOX). I use models for bullets, so each bullet has it's c_move instruction running. I've set to IGNORE all unneeded stuff for all of "c_" functions, so they won't calculate collusion without need. I place 5 trees on the level with ground block with default texture, they have no actions but POLYGON flag. I've set about 10 bush models (they have textures with alpha channel) and they are passable and have no actions. So, why do I get jerky 20-30 fps when I step into those bushes or when I come close to trees?! WTF?!?!?!
If I remove those models, them I get UNSTABLE 60 fps... By UNSTABLE I mean that it's jerking between 59-60 itself! WTF am I doing wrong?! My team that works together with me are facing the same problem with fps... Am I nuts or is GS really slow for a complex FPS? I don't see one around...
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Re: Engine is slow? Or am I nuts?
[Re: 3run]
#380192
08/14/11 13:51
08/14/11 13:51
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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first jerking between 59-60 seems pretty damn stable to me. Second, it really all depends on your code. Also if you need polygon level collision, use collision meshes for tree collision, not the tree itself. You also did not mention anything about system specs. so no one can really say anything.
3333333333
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Re: Engine is slow? Or am I nuts?
[Re: Rei_Ayanami]
#380198
08/14/11 14:54
08/14/11 14:54
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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There is no problems while shooting Rei, weapon system is really fast and optimized enough, I see no problems with it. I get problems with simple trees and grass even without shooting... For trees collusion, I placed invisible box with polygon flag, tree itself is passable. My system is: Windows XP, AMD Athlon 64 3200+ 2.21 GHz, 2.00 GB Ram, NVIDIA GeForce 7600 GS. About 59-60 jecrking fps, Quad you really think that's ok? I see that in my other projects as well... They are way more simpler than the one I've described in first post. As well, what is good fps to play in your opinion?
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Re: Engine is slow? Or am I nuts?
[Re: 3run]
#380202
08/14/11 15:18
08/14/11 15:18
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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i had a fully featured FPS with crawling/ladder climbing, ai, shooting, collision, inventory, quests/task, pickup/powerup system and shaders running with 20-30 fps on A6 WDL. It was a indoors horror shooter, kind of like l4d + resident evil 3 on fps. Damn, i had aspiration at the time.
my system was radeon x200m, 1gb ram, centrino processor.
It's either something wrong with your code and/or drivers/system setup.
When something like this happens, think about games like SuperCan, there is alot of enemies and actions with all that pretty shaders, and it works fine. This means problem is on your side not on the engine's. An engine does not slow down with a few trees and bushes in a small level for no reason.
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Re: Engine is slow? Or am I nuts?
[Re: Rei_Ayanami]
#380209
08/14/11 16:03
08/14/11 16:03
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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"So, why do I get jerky 20-30 fps when I step into those bushes or when I come close to trees?! WTF?!?!?!" -> Fillrate problem! http://www.conitec.net/beta/framerate.htmThe bigger a model or sprite is scaled, and the closer it is to the camera, the slower it is rendered. The rendering time depends on the number of pixels that the object covers on the monitor. But I don´t know what you could do against it, sorry.
no science involved
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