Take'em for a test drive!!
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- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
ok guys, I uploaded all the exes for both projects (dx8,dx9 and Ogl)
please try them. Dx8 gets some better fps in laguito, but still eats up a ton of ram.
but I'm interested to see if you get the jaggies in DX.
http://www.danielpatton.com/afecelis/files/DxOgl.zip
still haven't re-rendered-to-texture laguito in 256x256 lightmaps since it takes very long for them to be produced.
I also want to try laguito in lmts, the only problem is that the ambient light was in fact a 3dsmax sunlight and lmts does not support them. I'll figure something out. It will be an interesting comaprison.
please try them. Dx8 gets some better fps in laguito, but still eats up a ton of ram.
but I'm interested to see if you get the jaggies in DX.
http://www.danielpatton.com/afecelis/files/DxOgl.zip
still haven't re-rendered-to-texture laguito in 256x256 lightmaps since it takes very long for them to be produced.
I also want to try laguito in lmts, the only problem is that the ambient light was in fact a 3dsmax sunlight and lmts does not support them. I'll figure something out. It will be an interesting comaprison.
Laguito LMTS test drive
More news!!!
I converted and loaded laguito project as LMTS and guess what?
pros:
1. Loads very fast and doesn't eat up your ram
cons:
2. Gotta simulate sunlight with omni lights (supported by lmts)--I only placed some around for testing purposes and to get some shadows.
3. No transparency in glasses(no problem since they can be loaded as separate meshess and made transparent via Irrlicht)
4. Some models show up misplaced (check some of the gate doors)
But all in all it's good news!! get it here and test it!!! (It's more a comparative test than a nice presentation so please bare with the lighting )
http://www.danielpatton.com/afecelis/fi ... toLMTS.zip
So I guess My3d's slowwliness has to do with bigger lightmaps since lmts are 256x256 by default. So the last test would be re baking my textures in My3d file at 256x256. If after that final test, it's still slow, then it's something in the format itself.
I converted and loaded laguito project as LMTS and guess what?
pros:
1. Loads very fast and doesn't eat up your ram
cons:
2. Gotta simulate sunlight with omni lights (supported by lmts)--I only placed some around for testing purposes and to get some shadows.
3. No transparency in glasses(no problem since they can be loaded as separate meshess and made transparent via Irrlicht)
4. Some models show up misplaced (check some of the gate doors)
But all in all it's good news!! get it here and test it!!! (It's more a comparative test than a nice presentation so please bare with the lighting )
http://www.danielpatton.com/afecelis/fi ... toLMTS.zip
So I guess My3d's slowwliness has to do with bigger lightmaps since lmts are 256x256 by default. So the last test would be re baking my textures in My3d file at 256x256. If after that final test, it's still slow, then it's something in the format itself.
DX9 and OGL 40 fps ( much better!!)
DX8 45 fps( ??)
Still Z fighting occuring in DirectX modes
Yes, few gates rotated
Looks good, and much better performance with the LMTS
Curious about the meshes being rotated, will have to spend
some time with the LMTS format after I have finished with
the DeleD dmf stuff.Too much on my plate at the moment
need to clone myself so I will have more time to give everything!
Would also like to see results from reducing light maps in the
other format. Great work look forward to more of same.
DX8 45 fps( ??)
Still Z fighting occuring in DirectX modes
Yes, few gates rotated
Looks good, and much better performance with the LMTS
Curious about the meshes being rotated, will have to spend
some time with the LMTS format after I have finished with
the DeleD dmf stuff.Too much on my plate at the moment
need to clone myself so I will have more time to give everything!
Would also like to see results from reducing light maps in the
other format. Great work look forward to more of same.
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
you belong in an institute!
The Game Institute.
www.gameinstitute.com
My statistics:
-----------------------------------------------------------------
Laguito LMTS:
-----------------------------------------------------------------
1) 30 lightmaps with res 256x256
2) 10 sec - loading time
3) 56 fps
-----------------------------------------------------------------
Laguito MY3D:
-----------------------------------------------------------------
1) 140 lightmaps with res 512x512 ( 1500% over then in LMTS example)
2) 50 sec - loading time
3) 18 fps
-----------------------------------------------------------------
Test configuration
-----------------------------------------------------------------
1) Geforce4 MX400
2) Duron 1000 Mhz
3) Maxtor 160Gb 7200 RPM
3) 256 Mb RAM
-----------------------------------------------------------------
Laguito LMTS:
-----------------------------------------------------------------
1) 30 lightmaps with res 256x256
2) 10 sec - loading time
3) 56 fps
-----------------------------------------------------------------
Laguito MY3D:
-----------------------------------------------------------------
1) 140 lightmaps with res 512x512 ( 1500% over then in LMTS example)
2) 50 sec - loading time
3) 18 fps
-----------------------------------------------------------------
Test configuration
-----------------------------------------------------------------
1) Geforce4 MX400
2) Duron 1000 Mhz
3) Maxtor 160Gb 7200 RPM
3) 256 Mb RAM
@afecelis
I have been expanding the Mesh viewer sample, added dmf support
and want to add cob,map,t3d and maybe md5 if I have time.
I have the map format sorted now, and need to work up the importer
next.The t3d should be a piece of cake, while cob will be a little more involved.Started looking at the md5 structure today, it doesn't seem too bad. I am also working on replacement cameras, as the way the Maya
camera is structured, it is impossible to use it the way I want in an editor.
I have a camera class for FPS,3rd person, and air vehicle already, but
need to convert to Irrlicht and add a Maya type as well. Once I get
everything sorted, I will post some codes. I am still learning Irrlicht,as
I have only used it for about a month and a half.Switched over from the
Torque engine. Sometimes it is slow for me,not the brightest star in
the sky. It took me about a half of a day to figure out how to get
a handle to the main window.I am also involved in a couple of projects
that take up a lot of the time I have.
I have been expanding the Mesh viewer sample, added dmf support
and want to add cob,map,t3d and maybe md5 if I have time.
I have the map format sorted now, and need to work up the importer
next.The t3d should be a piece of cake, while cob will be a little more involved.Started looking at the md5 structure today, it doesn't seem too bad. I am also working on replacement cameras, as the way the Maya
camera is structured, it is impossible to use it the way I want in an editor.
I have a camera class for FPS,3rd person, and air vehicle already, but
need to convert to Irrlicht and add a Maya type as well. Once I get
everything sorted, I will post some codes. I am still learning Irrlicht,as
I have only used it for about a month and a half.Switched over from the
Torque engine. Sometimes it is slow for me,not the brightest star in
the sky. It took me about a half of a day to figure out how to get
a handle to the main window.I am also involved in a couple of projects
that take up a lot of the time I have.
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
you belong in an institute!
The Game Institute.
www.gameinstitute.com
I just found out that setting the stencil buffer flag to "true" when creating the device fixes the Z buffer fighting problem in DX.
The problem is that this feature is hardware dependent so if the card doesn't support it, it wont help much.
I'll re-upload exes for all the versions with Stencil buffer on in some minutes.
brb!!
The problem is that this feature is hardware dependent so if the card doesn't support it, it wont help much.
I'll re-upload exes for all the versions with Stencil buffer on in some minutes.
brb!!
new exes
ok guys, here are the new exes with Stencil buffers on. I added a "Z" at the beginning of their names meaning "no Zbuffer problems"
I'm also including a new compiled dll that includes Chips' antialiasing addon to DX and the main.cpp files for the 3 projects. The extra headers and classes must be downloaded from their respective projects' sites (my3d-lmts loader), in case you guys wanna give it a look for any bugs. As usual (Sorry Jox for my codetiquette ), I must warn you about my coding sloppiness so any comments on that regard are also welcome.
http://www.danielpatton.com/afecelis/fi ... rsions.zip
now I gotta go out, but as soon as I return I'll try the last test Zdimitor suggested: Gile[s]
I think I'll have to buy this proggie since it seems to handle memory access better
I'm also including a new compiled dll that includes Chips' antialiasing addon to DX and the main.cpp files for the 3 projects. The extra headers and classes must be downloaded from their respective projects' sites (my3d-lmts loader), in case you guys wanna give it a look for any bugs. As usual (Sorry Jox for my codetiquette ), I must warn you about my coding sloppiness so any comments on that regard are also welcome.
http://www.danielpatton.com/afecelis/fi ... rsions.zip
now I gotta go out, but as soon as I return I'll try the last test Zdimitor suggested: Gile[s]
I think I'll have to buy this proggie since it seems to handle memory access better
ZDimitor wrote:Gile[s] allowing attach one lightmap to many meshes,
and MAX attaching one lightmap to one mesh (so if you are having 140 meshes in scene, MAX creating 140 lightmaps for it)
If are handled 1 lightmap to one mesh this maybe gives possibility for dynamic lighting, when mesh is moving.arrrrrrrrghhhhhhhh!
how can a $50 program handle this sort of stuff smarter than a $3500 one?
double arrrghhhhhhhh!!!
I've got one stupid question, because got 0 fps with Laguito test - is it possible in max to merge all meshes to one before exporting in my3d?