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Re: How was this Game Rendered? [Re: Dooley] #481156
08/07/20 19:02
08/07/20 19:02
Joined: May 2009
Posts: 5,293
Caucasus
3run Offline
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@Emre I'm also getting 8 fps.

As I know all 'draw_' functions are extremely slow (manual disagrees, but they were always slow from my experience)...
Probably the way those functions are working in on acknex side has something to do with AMD GPUs... confused

Edit: take a look at the particles ms/frame... it's around ~100ms... damn
[Linked Image]

Last edited by 3run; 08/07/20 19:05.

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Re: How was this Game Rendered? [Re: Emre] #481157
08/07/20 19:49
08/07/20 19:49
Joined: Oct 2007
Posts: 5,196
İstanbul, Turkey
Quad Offline
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Quad  Offline
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İstanbul, Turkey
@Emre that's 180-200 fps here.


3333333333
Re: How was this Game Rendered? [Re: Dooley] #481158
08/07/20 21:28
08/07/20 21:28
Joined: May 2005
Posts: 785
Chicago, IL
Dooley Online OP
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Dooley  Online OP
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Wondering if using the wireframe material might be faster...

Re: How was this Game Rendered? [Re: Quad] #481160
08/08/20 00:34
08/08/20 00:34
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Turkey, izmir
Emre Offline
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Originally Posted by Quad
@Emre that's 180-200 fps here.

Wow! It seems jcl has developed a "Line tracing" or" DLSL" (Deep learning super lines) technique that only works for Nvidia rtx cards.

@3run seems the manual tell the half of the truth. They forgot to add; "For the best experience, requires an Nvidia branded card supporting DLSL technology."

grin

Edit: Last verison runs fine. (300 fps)

Last edited by Emre; 08/09/20 15:23.
Re: How was this Game Rendered? [Re: Dooley] #481161
08/08/20 00:35
08/08/20 00:35
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Chicago, IL
Dooley Online OP
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Okay, I have updated the game, and it is running a lot faster!
https://schmidt-workshops.itch.io/the-horror-in-the-museum

If you download Version 0.06 you can try it. Press TAB to switch from pixel graphics to full resolution and see the fps counter.

I think you will be surprised laugh

Re: How was this Game Rendered? [Re: Dooley] #481162
08/08/20 09:54
08/08/20 09:54
Joined: Oct 2007
Posts: 5,196
İstanbul, Turkey
Quad Offline
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Okay, that works better. Let's see what Emre and 3run are experiencing.

The effect kind of looks a diminished a little bit. It's still a very cool effect but maybe you could bring the near cutoff range closer to camera?


3333333333
Re: How was this Game Rendered? [Re: Emre] #481163
08/08/20 13:27
08/08/20 13:27
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3run Offline
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Originally Posted by Emre
@3run seems the manual tell the half of the truth. They forgot to add; "For the best experience, requires an Nvidia branded card supporting DLSL technology."

grin
grin

Demo seems to run perfectly fine now. I get around 500 fps with normal resolution (drops down to ~200 when tentacles are near by).
In normal resolution effect reminds me somehow of the spider webs, looks nice man! When pixelated, it looks like white noise, but only green in color.


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Re: How was this Game Rendered? [Re: Dooley] #481164
08/08/20 14:38
08/08/20 14:38
Joined: May 2005
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Chicago, IL
Dooley Online OP
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What I did was create a bunch of overlapping triangle meshes, set them to passable and have them follow the player's camera. Using the wireframe material has them only draw the edges, and that seems to take far less time to draw than the draw commands I was using. Also, using the fog feels like cheating after writing that article ... but it helps fill out the color in the distance without all the extra vertices, and you can't really tell.

Getting it to look right is more time consuming, just because I am using such a different way of rendering a similar effect. I have several such wireframe meshes that surround the player right now, and they each have around 1200 vertices. So I could add quite a few more to get a better looking effect. It's just a lot of tweaking now...

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