Hi, We are created a pretty big game with Irrlicht, but on my computer, the frame rate decreased from 33fps to 25 to 20 after team member create more animated mesh, AI, physic v.v..
And my question is: hey, are you using it in an optimized way? What model format you should use, how about fog, what're options should turn on, how about input params for fog, camera far value. How about default texture size, color depth. Should I use octtree, what compile option I should turn off v.v..
Since many of you using and create this Engine. Please say/write something about this question. How to using IrrLicht in a optimized way?
Thank you very much. And sorry about my very bad English.
How to using Irrlicht in a optimized way.
How to using Irrlicht in a optimized way.
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Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
here is just one.
there are a handful of useful tips in there you can use, mostly the general one, not gpu related.
http://developer.amd.com/media/gpu_asse ... _guide.pdf
http://209.85.173.104/search?q=cache:Cf ... d=17&gl=us
there are a handful of useful tips in there you can use, mostly the general one, not gpu related.
http://developer.amd.com/media/gpu_asse ... _guide.pdf
http://209.85.173.104/search?q=cache:Cf ... d=17&gl=us
model format is basically irrelevant because all models are loaded into the same internal mesh format.
fog is often used to hide a camera's far value which is a bit closer than you'd like and hence would show things being clipped in the distance.
Basically all these params cannot be told to you as they're application dependent. We can't say, oh your fog should start 500 units into the screen because that may work for one game but not for another.
Again texture sizes and colour depths depend on the game and also the system you're running on, do you know what your minimum requirements are for pcs?
octree's would probably be a good idea for your maps if they're big.
fog is often used to hide a camera's far value which is a bit closer than you'd like and hence would show things being clipped in the distance.
Basically all these params cannot be told to you as they're application dependent. We can't say, oh your fog should start 500 units into the screen because that may work for one game but not for another.
Again texture sizes and colour depths depend on the game and also the system you're running on, do you know what your minimum requirements are for pcs?
octree's would probably be a good idea for your maps if they're big.
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First up, are you using a release build of both Irrlicht and your application? Don't (literally) waste your time profiling a debug build.
Second, don't guess, profile. Use any profiling support in your compiler / IDE, or do unit-timing on your (release build!) app by setting up a consistent environment then turning discrete parts of it on and off to identify the bottlenecks.
Second, don't guess, profile. Use any profiling support in your compiler / IDE, or do unit-timing on your (release build!) app by setting up a consistent environment then turning discrete parts of it on and off to identify the bottlenecks.
Last edited by rogerborg on Sat Jul 05, 2008 11:30 am, edited 1 time in total.
Please upload candidate patches to the tracker.
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Hi Dlangdev, JP and Rogerborg, thank you very much.
If I enable fog for all scenenode, my frame rate dropted from 22 to 13-15.
If I enable fog for all scenenode, my frame rate dropted from 22 to 13-15.
Project homepage: http://fosp.wordpress.com/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/