Irrlicht.... speed up rendering please.
Irrlicht.... speed up rendering please.
All about features fo irrlicht at this time are satisfy me. May be because of my team has very rock artist members and my team can make beautyful look by their art work.... But, my team is working on a very large scene of war game. Some time, the view must reader up to 30,000 polygons(and a good news, I is not an extream best performance of irrlicht that I would like irrlicht to support) I would like irrlicht to support over 200,000 polygons at 60fps. OK, I know even some commercial engines can't do like I want but, I know, it's not much more than potential of irrlicht dev'team. I ensure that, some beauty and imagica look of graphic that irrlicht can support to produce is not nessesary than this point. Irrlicht ever has fast frame rate once over other popular engines before, why don't irrlicht concentrate on this point again and again to be CHARM of irrlicht.
P.S. in my opinion, some popular effect such as BLOOM, HDR or something like SHADER 3.0 can produce isn't harder than some irrlicht user's potential to mod and include them for irrlicht. Please.... before irrlicht sink into all of wonderful features but cannot use any of its feature because of slow rendering infrastructure.
I would like every one that read this topic include your idea about this along. Thank you for attention.
WAITING TO SEE THE DREAM COME TRUE. go go irrlicht!
P.S. in my opinion, some popular effect such as BLOOM, HDR or something like SHADER 3.0 can produce isn't harder than some irrlicht user's potential to mod and include them for irrlicht. Please.... before irrlicht sink into all of wonderful features but cannot use any of its feature because of slow rendering infrastructure.
I would like every one that read this topic include your idea about this along. Thank you for attention.
WAITING TO SEE THE DREAM COME TRUE. go go irrlicht!
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There most certainly is a Shader Model 3.0. Do a search on google
On the main topic, my impression is that the lastest in the programmable pipeline is only useful if you have many people working on a project. If you need all that functionality to customize your project, maybe a more extensive library, like OGRE, is more suited. My two cents is that Irrlicht fills a valuable gap for when you just want 3D graphics period, and don't need the shiney stuff (which the majority of projects using open source graphics systems never use) -- Irrlicht is much easier to use than OGRE because of that, which is why I am becoming fond of it.
On the main topic, my impression is that the lastest in the programmable pipeline is only useful if you have many people working on a project. If you need all that functionality to customize your project, maybe a more extensive library, like OGRE, is more suited. My two cents is that Irrlicht fills a valuable gap for when you just want 3D graphics period, and don't need the shiney stuff (which the majority of projects using open source graphics systems never use) -- Irrlicht is much easier to use than OGRE because of that, which is why I am becoming fond of it.
hmm i do not understand what do u mean by make it faster?
before going on to discuss shaders, the rendering of such an amount of polygons is done by ogl or dx. irrlicht tries to do its best to deliver a good list for these renderes and does the best job, cuz i do not think there is another way to do it. if u want to be able to render faster i think u should contact dx or ogl.
before going on to discuss shaders, the rendering of such an amount of polygons is done by ogl or dx. irrlicht tries to do its best to deliver a good list for these renderes and does the best job, cuz i do not think there is another way to do it. if u want to be able to render faster i think u should contact dx or ogl.
Oh, for starters: hardware buffers, shadowmapping instead of volumetric shadows, or at least these with two-sided stencilling and extrusion via shader.ZeRaW wrote:irrlicht tries to do its best to deliver a good list for these renderes and does the best job, cuz i do not think there is another way to do it.
Irrlicht doesn't use many features of today's hardware that enable faster rendering really.
DX based hardware buffers mean changing code that allows cross platform ability. It is much faster though.
Shadowmapping would be nice, but this would be down to creating a shader yourself, since people would only then complain that the shader did not do X Y and Z.
HDR and Bloom? Make it yourself, irrlichts a good base for a rendering engine, no such thing as CreateGame("Metal Gear Solid")
Shadowmapping would be nice, but this would be down to creating a shader yourself, since people would only then complain that the shader did not do X Y and Z.
HDR and Bloom? Make it yourself, irrlichts a good base for a rendering engine, no such thing as CreateGame("Metal Gear Solid")
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This is a good start point to discuss to. Follow by HOW....Saturn wrote:Oh, for starters: hardware buffers, shadowmapping instead of volumetric shadows, or at least these with two-sided stencilling and extrusion via shader.ZeRaW wrote:irrlicht tries to do its best to deliver a good list for these renderes and does the best job, cuz i do not think there is another way to do it.
Irrlicht doesn't use many features of today's hardware that enable faster rendering really.
From TheC : "DX based hardware buffers mean changing code that allows cross platform ability. It is much faster though. "
Can u please explain this solution(just an architechture idea or more is very please) and may be all of irrlicht user can work together to be a very rock group of user that make an evolution for Irrlicht like other bigger engine have been done.
Last edited by Espanol on Sat Dec 30, 2006 3:04 am, edited 1 time in total.
SHADER 3.0 is not release for being public knowledge now, it just be a developing architecture.
But right of the right, I didn't hope to see the news of SHADER3.0 be the replacement of this main topic. I would like to see every (intelligent and fair) body to discuss on "how to bulid a CHARM of irrlicht come true by make it to be the fastest open source engine" and more flexible to plug many useful graphic technics by every irrlicht advance user.
Thank you for interesting in this topic.
WAITING TO SEE THE DREAM COME TRUE. go go irrlicht!
But right of the right, I didn't hope to see the news of SHADER3.0 be the replacement of this main topic. I would like to see every (intelligent and fair) body to discuss on "how to bulid a CHARM of irrlicht come true by make it to be the fastest open source engine" and more flexible to plug many useful graphic technics by every irrlicht advance user.
Thank you for interesting in this topic.
WAITING TO SEE THE DREAM COME TRUE. go go irrlicht!
lol gotta love the guys who try to rally everyone into doing the hard stuff for them.
I agree irrlicht needs shitloads of improvements.. but the list is long so sit tight and be patient.
btw I don't know how to make it faster couldn't write it myself.
which is why we all use it I think.. well that or laziness but those people aren't doing anything either.
shader 3.0 lol man you dream big that poop won't be main stream for awhile yet you people have no patients... I'm the only one that can wait for anything in life.
you will slow down when you're dead I suppose.
I agree irrlicht needs shitloads of improvements.. but the list is long so sit tight and be patient.
btw I don't know how to make it faster couldn't write it myself.
which is why we all use it I think.. well that or laziness but those people aren't doing anything either.
shader 3.0 lol man you dream big that poop won't be main stream for awhile yet you people have no patients... I'm the only one that can wait for anything in life.
you will slow down when you're dead I suppose.