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Re: How was this Game Rendered? [Re: Dooley] #481141
08/07/20 12:39
08/07/20 12:39
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Chicago, IL
Interesting. I am going to venture a guess that this might be due to the 56000 vertices in my line drawing object laugh

Maybe I can reduce that and figure out a different way to generate a similar density of lines...

Re: How was this Game Rendered? [Re: Dooley] #481143
08/07/20 12:55
08/07/20 12:55
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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İstanbul, Turkey
I think this is definitely an AMD issue, it runs at about 45fps on integrated intel uhd 630 graphics, and fixed 60fps on nvidia rtx 2070

Last edited by Quad; 08/07/20 12:56.

3333333333
Re: How was this Game Rendered? [Re: Quad] #481144
08/07/20 13:07
08/07/20 13:07
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
Still, it would be nice to make it run for everyone.
I am wondering if maybe having two line drawing objects, with half the vertices each, might help. There may be some kind of vertex limit per object?

Also, each line is technically a particle. Perhaps there is a limit on particle within those cards...

Re: How was this Game Rendered? [Re: Dooley] #481147
08/07/20 14:07
08/07/20 14:07
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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I also think that this is related to AMD but I don't think there is a particle or any that kind of limitations. My guess is that this is related to the way that acknex works with latest AMD drivers, otherways this problem would be widely discussed on the web. And I personally never faced any troubles with other games (even old ones from dx8 times).


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Re: How was this Game Rendered? [Re: 3run] #481149
08/07/20 14:57
08/07/20 14:57
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Chicago, IL
UPDATE:
I am getting over 500 fps with fog instead of the vector lines. So I'm sure this is the culprit. It might just be slightly slower on the AMD cards, but that's enough to go from 30 down to 5. I will experiment a bit more before updating again. I appreciate all the feedback!

If other Acknex games run fine, then it must be something wrong with my game, no?
I am going to upload another test version. But instead of vector lines, I will use standard fog settings. If you don't mind testing that, that would be great. That would indicate it has something to do with all the line draw commands...


Last edited by Dooley; 08/07/20 15:17.
Re: How was this Game Rendered? [Re: Dooley] #481150
08/07/20 15:28
08/07/20 15:28
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Sure thing, I'll be glad to help you out!


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Re: How was this Game Rendered? [Re: 3run] #481151
08/07/20 15:53
08/07/20 15:53
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
I was able to double the frame rate by reducing the number of vertices in the drawing object down to 24000. I also added a little bit of dark green fog to get it to look somewhat similar to the original.

If you want to try version 0.05, you can download it here.

https://schmidt-workshops.itch.io/the-horror-in-the-museum

I'm wondering if it doubles the frame rate for you too, or maybe it will improve more than that...

Re: How was this Game Rendered? [Re: Dooley] #481152
08/07/20 16:33
08/07/20 16:33
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Sadly, fps still drops down right from the start... from 51 (weird, used to be around 100) to 8 (used to be 4).


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Re: How was this Game Rendered? [Re: Dooley] #481153
08/07/20 16:50
08/07/20 16:50
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
Okay, but double isn't too bad laugh
Maybe further optimizations will help. I'll have to think about it.

Re: How was this Game Rendered? [Re: Dooley] #481155
08/07/20 17:33
08/07/20 17:33
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Posts: 619
Turkey, Izmir
Hi Dooley,

The original version of the game is drawing 56501 particles per frame, i got 5 fps. The last one (v0.05) is drawing 24369 particles per frame and i got 12 fps. Correct me if i'm wrong, you use "draw_line3d" or something similar right? So we can do a little experiment to see if the problem is caused by this. I tried this code. I'm getting 10 fps at 30000 particles. Actually i didn't find it unusual and i don't know how you guys get more fps on Nvidia cards. That's strange. confused



Code
///////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////
function main()
{
	vec_set(sky_color.blue,vector(0,0,0));
	max_particles=70000;
	video_mode=9;
	video_screen=2;
	level_load("");
	def_debug();
	while(1)
	{
		int i=0;
		for(i=0;i<30000;i++)
		{
			draw_line3d(vector(random(100000),random(100000),random(100000)), COLOR_GREEN, 10); 
		}
		wait(1);
	}	
}


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