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[A7 animation optimizing]: guard_mdl = win ? =/
#393897
02/08/12 08:02
02/08/12 08:02
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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at my pc (duh)
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I'm doing some optimizations for animations and am at a crossroads;
[test case] 100 animated models, less than 1000polys, 5 frame vertex animation
Whats strange is, if i use the gamestudios "guard.mdl", i get a fps of 25+ which is fine for what i want
but when i use my model, same amount of animation frames, no bones and LESS polygons than "guard.mdl", my fps drops below 10
What could be the reason for this? the differences i see in pressing f11 are as follows:
[test with 100 "guard.mdl"] PPS(polygons per sec) - 3138k REF(refresh rate) - 173 TRI - 137k
[test with 100 custom model] PPS(polygons per sec) - 565k REF(refresh rate) - 0.3 TRI - 99k
Ive been looking into it and i cant see why there would be a difference, and why would the PPS change so dramatically ??
[other info] custom model untextured guard model 256*256 texture both tests use same scripts, just changing model name guard.mdl filesize = 514kb my model filesize = 129kb
[SOLUTIONS] so its confirmed, vertices count being the problem, man there really should be notes on these stuff somewhere, unless i missed it Also, incase it helps anyone, if you animate all your models by one variable, meaning, they all display the same frames, it actually increases FPS, based on tests done
Last edited by darkinferno; 02/08/12 14:47.
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Re: [A7 animation optimizing]: guard_mdl = win ? =/
[Re: darkinferno]
#393901
02/08/12 09:59
02/08/12 09:59
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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I am assuming you also have less vertices and your model is a closed mesh?
3333333333
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Re: [A7 animation optimizing]: guard_mdl = win ? =/
[Re: darkinferno]
#393902
02/08/12 09:59
02/08/12 09:59
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chris_oat
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chris_oat
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cant help you much, but try to give your model a texture just for a try. I.e.: When i have an untextured Terrain in my Level i have the feeling it runs slower then if it has an Texture assign to it. Will probably not solve it but just give it a try.
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Re: [A7 animation optimizing]: guard_mdl = win ? =/
[Re: darkinferno]
#393923
02/08/12 14:37
02/08/12 14:37
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Joined: Dec 2003
Posts: 1,225 germany
gri
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hm, you model have less polygons but much more vertices than the guard model ?
how could that be... unlinked vertices ?
cut away the half of the model(to come below the amount of the guard) for a quick test.
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: [A7 animation optimizing]: guard_mdl = win ? =/
[Re: gri]
#393925
02/08/12 14:44
02/08/12 14:44
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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@superku, that would explain it all then
@gri: well, good point, i actually used the MED mesh reducer to reduce the mesh to under 1k polygons, i ASSUMED it took care of vertices also but it seems it doesnt change them at all and yes, cutting the model in half did prove successful;
So what superku said, explains why i see no differences at all in my lowpoly mesh on screen and when it was highpoly, i'm looking for programs to reduce vertex count, i would love a stand alone app but cant seem to find one
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