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Re: Engine is slow? Or am I nuts?
[Re: WretchedSid]
#380276
08/15/11 12:17
08/15/11 12:17
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Posts: 5,370
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They (Valve) had also to think about performance. You just can't have a big map the whole time in memory and let it render every frame, you have to stream the map. Having thousand of functions running every frame with their own stack is also a no go for performance.
The straightforward way of just pushing everything in the level and then blaming the engine if it fails might look easy and like a way worth going, but reality is that you have to think too. Sorry if this destroys your view of the world now. First of all, I'm not professional such as Valve guys... Should that mean that there is no way for me to make cool and fast FPS game? I've made really fast movement and weapons (did everything I could do to make it fast!), but placed grass models and 20-40 fps?!
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Re: Engine is slow? Or am I nuts?
[Re: 3run]
#380277
08/15/11 12:28
08/15/11 12:28
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Canada
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Plus it's written in LUA, I don't know it.. it's may be faster than lite-c, I don't even know.
LUA is interpreted and thus by definition slower than Lite-C. Given a good compiler, C is one of the fastest languages available. Here is a nice comparison: http://shootout.alioth.debian.org/u32/wh...&calc=chart(I'm not saying that the Lite-C compiler produces equal fast output as GCC, plus I'm also pretty sure that Clang-LLVM can produce even faster code). First of all, I'm not professional such as Valve guys... Should that mean that there is no way for me to make cool and fast FPS game? I've made really fast movement and weapons (did everything I could do to make it fast!), but placed grass models and 20-40 fps?! No, I'm not saying that you can't do it. I just wanted to point out that everyone has to put some thoughts into performance. Plus, your problem was already pointed out by Nils, the problem is the heavy alphablending. A task which isn't done by the engine but by your graphic card so blame it if you want to blame something
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Engine is slow? Or am I nuts?
[Re: rayp]
#380280
08/15/11 12:34
08/15/11 12:34
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Afair it was you who accused A8 to be slow so actually its your task to prove it Beside that, why should I put time and effort in something that doesn't even remotely interest me? Like I said, its not easy but its doable.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Engine is slow? Or am I nuts?
[Re: WretchedSid]
#380283
08/15/11 13:01
08/15/11 13:01
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Making good games needs a lot of time, knowledge and experience. If you lack one of those things, you won´t be able to create good/complex/big games. There are endless tricks to make things fast and if you start with doing the worst thing possible performance wise, which is alphablending with lots of pixels, you do something wrong.
About the 6 Zombie example, what shaders do you use, how are the zombies animated, are you using stencil shadows? 99.99% of the shaders around are extremely slow, because they where never really optimized in any way and just thrown together by beginners, as for example me 5 years ago. Bone animations on the CPU are also very slow, because it needs your vertex data on the gpu to be updated every frame, while doing it in a shader is a lot faster, especially in combination with tangents, depending of your models, this can speed things up like 10 times and a best case scenario. Stencil shadows in gamestudio are really slow. Don´t use, or use very lowpoly meshes for them.
Edit: There usually is a reason if things are slow and most of the time, there is a solution, which has nothing to do with the engine.
Last edited by Slin; 08/15/11 13:04.
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Re: Engine is slow? Or am I nuts?
[Re: rayp]
#380289
08/15/11 13:22
08/15/11 13:22
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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I used the std. mtl_specBump shader and animated them via ent_animate (bones). The model itself had +-4.000polys. That shader needs tangents, if you would do the animations in a shader it could very well be a LOT faster.
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