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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller] #464564
02/26/17 14:26
02/26/17 14:26
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Reconnoiter Offline
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Damn I just noticed that #define BONES seems to break the shadows of animated entities (it shows them as they were not animated). So there is choice to make; more fps and somewhat lame shadows or worse fps and 'animated' shadows. I quess that is why the fps gain was pretty high and why your fps went higher when you disabled sun shadows.
Originally Posted By: painkiller
Setting max_bones to 1 improved the performance, but still no difference setting BONES or not. The model I'm using (player and three enemies) has 9616 faces and 5776 vertices, so it should perform okay.
, have you set it like this
#define BONES //enable gpu support
in the right .fx file? Also what kind of gpu do you have? (dont know if that matters) Might also has to do with how complex your models' bones setups are.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #464568
02/26/17 20:13
02/26/17 20:13
Joined: Aug 2009
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Spain
painkiller Offline
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Originally Posted By: Reconnoiter
Damn I just noticed that #define BONES seems to break the shadows of animated entities (it shows them as they were not animated). So there is choice to make; more fps and somewhat lame shadows or worse fps and 'animated' shadows. I quess that is why the fps gain was pretty high and why your fps went higher when you disabled sun shadows.
Originally Posted By: painkiller
Setting max_bones to 1 improved the performance, but still no difference setting BONES or not. The model I'm using (player and three enemies) has 9616 faces and 5776 vertices, so it should perform okay.
, have you set it like this
#define BONES //enable gpu support
in the right .fx file? Also what kind of gpu do you have? (dont know if that matters) Might also has to do with how complex your models' bones setups are.


Yes I set #define BONES on the fx file that uses the character's material. I'm thinking about using a lower poly variant of the model for the shadows to get more performance, like you can do in engine shadows using shadow_lod, but not sure it that would be possible in shade-c.


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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller] #464578
02/27/17 15:22
02/27/17 15:22
Joined: Jun 2007
Posts: 1,246
Hiporope and its pain
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Hiporope and its pain
Originally Posted By: painkiller
Originally Posted By: Reconnoiter

Quote:

BONES
Set this flag if you want support for GPU Bones.
, omg I did not know this feature, after adding it to the .fx files I now have twice as much fps in my project... blush


Hmm In my case it didn't make a difference.

I would bet it is a license issue. GPU bones animation is A8Pro only.

Originally Posted By: Reconnoiter
Damn I just noticed that #define BONES seems to break the shadows of animated entities (it shows them as they were not animated).

The shader that records depths from the light source has to animate the models too, so adding #define BONES to it could work.

Just a guess, I never used shadec laugh
Salud!

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: txesmi] #464585
02/27/17 21:54
02/27/17 21:54
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Reconnoiter Offline
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Originally Posted By: txesmi
The shader that records depths from the light source has to animate the models too, so adding #define BONES to it could work.

Just a guess, I never used shadec laugh
Salud!
, I LOVE YOU AND YOUR GENIUS BRAIN! grin
(for others add #define BONES to sc_lights_shadowmap.fx found in shadec/fx folder. Note that is costs you a bit of fps but its still alot better than cpu bones)

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: txesmi] #464594
02/28/17 10:14
02/28/17 10:14
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Spain
painkiller Offline
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Originally Posted By: txesmi
Originally Posted By: painkiller
Originally Posted By: Reconnoiter

Quote:

BONES
Set this flag if you want support for GPU Bones.
, omg I did not know this feature, after adding it to the .fx files I now have twice as much fps in my project... blush


Hmm In my case it didn't make a difference.

I would bet it is a license issue. GPU bones animation is A8Pro only.


ah right then that's probably the reason


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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller] #467367
07/28/17 15:46
07/28/17 15:46
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painkiller Offline
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I've been playing last days with shade-c EVO trying to get it working with gamestudio's multitexture terrain shader but got no luck. Tried setting forward rendering for it but didn't work. Has anyone got any sucess getting a multitexture terrain shader to work on shade-c evo?

Getting the gamestudio multiterrain shader to work with it would be nice as it's the one that GED uses so we could paint terrains using it.


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: painkiller] #468026
09/13/17 14:55
09/13/17 14:55
Joined: Jul 2008
Posts: 1,967
Germany
rayp Offline OP

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Just seen Boh_havoc himself posted in our topic. Great. Thanks for taking the time. And thanks for offering a contact btw. Will be usefull for sure.
Greets

Edit: would be cool if you look into this topic from time to time. Then we could collect all questions in here.

@painkiller
Also interested in terrain support. If i remember right we only had bad workarounds or using models instead frown

Last edited by rayp; 09/13/17 15:18.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #472404
04/25/18 22:41
04/25/18 22:41
Joined: Jul 2008
Posts: 1,967
Germany
rayp Offline OP

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Germany
Just read this BONES Thing...i cant believe...
177 fps ?!?
AWESOME!!!!
This was a key Moment in my 3dgs life grin


My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #472407
04/26/18 10:26
04/26/18 10:26
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Well, in general I wouldn't consider 177 fps that fast. But yeah, nowadays gpu accelerated animations are a must.


POTATO-MAN saves the day! - Random
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Kartoffel] #472417
04/26/18 16:48
04/26/18 16:48
Joined: Jul 2008
Posts: 1,967
Germany
rayp Offline OP

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For me 60fps in Fullscreen are more than ok.

edit:
Of course its not "that" fast. But its smooth looking. Since yesterday most of my acknex "Problems" are gone. For now, iam happy again. Powered all Settings up, added double amount of enemys, increased camera_far and and and...that with 100fps more.

Next Problem will be "ok" looking blood with shadeC evo. Already tryed some stuff, lets see how things are going.

Last edited by rayp; 04/26/18 17:28.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
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