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Re: stencil shadow / framerate issue [Re: jcl] #89727
09/13/06 14:35
09/13/06 14:35
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

Yes, I plan to add a shadow mapping shader to the mtlFX template. This has also the advantage over stencil shadows that the shadows are smooth.




yeehaaaa! go , jcl, go

Re: stencil shadow / framerate issue [Re: ello] #89728
09/15/06 11:38
09/15/06 11:38
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
I second that YeeHaa, and add a YaaHoo!
This is very, very good news!


Not two, not one.
Re: stencil shadow / framerate issue [Re: Grafton] #89729
09/15/06 11:52
09/15/06 11:52
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
when will this come?

Re: stencil shadow / framerate issue [Re: broozar] #89730
09/15/06 13:34
09/15/06 13:34
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

when will this come?




and the lord said: thou shall not ask "when?"

Re: stencil shadow / framerate issue [Re: ello] #89731
09/17/06 04:43
09/17/06 04:43
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
I get a big hit in performance by stencil shadows.

I first added shadows to my main character. I got about 75fps. But in some area of the test level I put some 5 copies of this character (static) with shadows. To my surprise, just looking to the direction of the 'clones' lowers the frame rate to 25fps right away.

The secondary problem I got is that this fps impact lowers my game speed as if it was a slow-motion. I am using time_step for everything, and have tried several time_smooth values - should this happen?

I'll try to post a sample of this soon.

Emilio

Re: stencil shadow / framerate issue [Re: eleroux] #89732
09/17/06 10:10
09/17/06 10:10
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Aaah, that's very good to hear jcl!! B)

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: stencil shadow / framerate issue [Re: PHeMoX] #89733
09/18/06 05:25
09/18/06 05:25
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
here! I uploaded a demo of my current project:

http://www.moscafilms.com.br/mgame/demo1709.zip


There's a region of the (bizarre, i know) level where there are 5 woman characters, also with stencil shadows (like the main character).
When these models go into view, even being far, the FPS rate falls dramatically. Can anyone confirm that?

Also, I was hoping the gameplay was jumpy, but not slow-motion like this. I am using time_step for all animation and movement.

There's no impaact at all in speed when using shadow_stencil = off.
The model has 2200 triangles.

Emilio

Re: stencil shadow / framerate issue [Re: eleroux] #89734
09/18/06 07:00
09/18/06 07:00
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
I'll check your demo later, maybe there's indeed something wrong.

However: When you have any frame rate problems with stencil shadow, you should definitely use LOD! By setting the shadow LOD offset accordingly you can reduce the shadow impact on the frame rate to almost zero, at the cost of some more modelling.

Re: stencil shadow / framerate issue [Re: jcl] #89735
09/18/06 13:11
09/18/06 13:11
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
Thanks jcl.

If you want any additional files, just ask.

I made a test with LOD, and the difference is huge indeed. The LOD model I am using for the shadows has some 1190 triangles, about half the original model has.

This caused a huge improvement in FPS. Now the speed goes from 65 to about 50 when the shadow models go into view.

What worries me a little is that the character is walking or running slow or fast depending on this fps. This means that the character would run faster in faster computers?

Also, the model I used as LOD (as a test) doesn't correspond exactly to the woman model. It is a bigger guy, with the same skeleton and animations, but a bit bigger than the woman - and I get this shadow 'aura' around the models that cast this shadow. is this expected? (I changed one of the models also to the big guy so you can see how the model looks like).






Re: stencil shadow / framerate issue [Re: eleroux] #89736
09/18/06 13:32
09/18/06 13:32
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
Frame rate dependency is a script bug. Always use time_step for any movement or animation. There are many lessons about this in the C-Script Workshop.

As to the LOD size, I am not sure. The LOD models should not be bigger than the original model, but on the other hand I would not expect strange shadow effects if they are bigger. It looks more like an open mesh, or otherwise an engine bug. When you upload that level too, I'll check.

The MED mesh tester indeed does not find all open meshes. For instance it doesn't report when triangles intersect or lay flat upon each other. This also leads to shadow problems. They should then be also visible without LOD, though.

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