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Engine is slow? Or am I nuts? #380191
08/14/11 13:39
08/14/11 13:39
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
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
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
Ä°stanbul, Turkey
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
Re: Engine is slow? Or am I nuts? [Re: Quad] #380193
08/14/11 14:00
08/14/11 14:00
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Model for every bullet? Think about: The collision, the draw calls etc.

Re: Engine is slow? Or am I nuts? [Re: Rei_Ayanami] #380198
08/14/11 14:54
08/14/11 14:54
Joined: May 2009
Posts: 5,370
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3run Offline OP
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3run  Offline OP
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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
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Ä°stanbul, Turkey
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.


3333333333
Re: Engine is slow? Or am I nuts? [Re: Quad] #380203
08/14/11 15:48
08/14/11 15:48
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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So what could cause that problem? I only have 3 while loops! 20-30 FPS is stable for a game?!


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Re: Engine is slow? Or am I nuts? [Re: 3run] #380205
08/14/11 15:55
08/14/11 15:55
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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The number of your while loops are not important (I got one main-while loop)..

Re: Engine is slow? Or am I nuts? [Re: Rei_Ayanami] #380208
08/14/11 16:02
08/14/11 16:02
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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KK, what is important then?


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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
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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Germany
"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.htm

Quote:
The 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. frown


no science involved
Re: Engine is slow? Or am I nuts? [Re: fogman] #380211
08/14/11 16:22
08/14/11 16:22
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,370
Caucasus
Oh, that could be the problem... Thank you fogman, it actually drops down when I crawl in the bushes... And when I'm close to the trees. About you guys telling me that it's something wrong with the script from my side, it works perfect without trees and bushes, so I don't think that this could be the problem, as well, I use only two traces and two c_moves... So I doubt that problem is with script from my side.


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