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Posted: Wed Apr 06, 2011 1:51 pm
by Radikalizm
ChaiRuiPeng wrote:tmkye, that looks really nice :)

i am guessing you are manually limiting fps at 60?
I suspect it's vsync

And the screenshot does look nice, but maybe some shadows and some brighter lighting would make it even better

Posted: Wed Apr 06, 2011 2:04 pm
by tmyke
ChaiRuiPeng wrote:i am guessing you are manually limiting fps at 60?
Yes, but with 2 million polygons, I do not exceed 70/75 fps without sync (NVidia 8800GTX).
I can not rise above 2.3 million polygons, which is already well I think. :wink:
Radikalizm wrote: but maybe some shadows and some brighter lighting would make it even better
Yes, but there, it will be more complicated in terms of technical and performance ...

Posted: Wed Apr 06, 2011 2:12 pm
by Radikalizm
tmyke wrote:
ChaiRuiPeng wrote:i am guessing you are manually limiting fps at 60?
Yes, but with 2 million polygons, I do not exceed 70/75 fps without sync (NVidia 8800GTX).
I can not rise above 2.3 million polygons, which is already well I think. :wink:
Radikalizm wrote: but maybe some shadows and some brighter lighting would make it even better
Yes, but there, it will be more complicated in terms of technical and performance ...
2.3 million? :shock: Is that because of the grass or because of terrain?
If it's the grass you should really do some culling there

Posted: Wed Apr 06, 2011 2:26 pm
by tmyke
Radikalizm wrote:2.3 million? :shock: Is that because of the grass or because of terrain?
on the scene of the screenshot, there is 80.000 poly for terrain, 1.200.000 for trees and 700.000 for the grass.
The loggers are on strike. :D

Posted: Wed Apr 06, 2011 3:20 pm
by viejodani
Wow, that's really impressive!! O_o.

Posted: Wed Apr 06, 2011 3:30 pm
by Radikalizm
tmyke wrote:
Radikalizm wrote:2.3 million? :shock: Is that because of the grass or because of terrain?
on the scene of the screenshot, there is 80.000 poly for terrain, 1.200.000 for trees and 700.000 for the grass.
The loggers are on strike. :D
You are using culling mechanisms right? 1.2 million polygons for trees alone doesn't sound all too healthy

Posted: Wed Apr 06, 2011 3:51 pm
by tmyke
for grass, I use hardware instancing and frustum culling mechanisms.
For trees, it is true that do not mesh 'low polygon', it's just to test the charge, and i use StaticArea class with LOD technique (instancing software somehow).

Posted: Wed Apr 06, 2011 5:35 pm
by ChaiRuiPeng
tmyke wrote:for grass, I use hardware instancing and frustum culling mechanisms.
For trees, it is true that do not mesh 'low polygon', it's just to test the charge, and i use StaticArea class with LOD technique (instancing software somehow).
oh so like stress test? :)

what about testing the software on slower hardware?

i always test my hacky optimizations on my netbook and if it runs at least on 20/25 fps there i know it is pretty good

Posted: Wed Apr 06, 2011 6:34 pm
by tmyke
For many entities low polygon, then it seems that the hardware instancing is very best. Good management of the VRAM can be important in this case.
For heavier entities and more dispersed on the ground, the second technique seems to work well (with using VBO recess, and LOD + frustum culling).
After all depends on the power of the video card for your netbook.

Posted: Wed Apr 06, 2011 6:38 pm
by ChaiRuiPeng
tmyke wrote: After all depends on the power of the video card for your netbook.
would be very weak :P netbooks use mostly integrated graphics card. ( by mostly i mean pretty much all them)

Posted: Wed Apr 06, 2011 6:42 pm
by tmyke
the second approach seems better in this case, in my opinion. :)

Posted: Thu Apr 07, 2011 2:49 am
by Lonesome Ducky
I think your trees would be good candidates for an impostor system. Basically it switches the models to billboards that are updated only every so often, but at a distance you can hardly tell. There was a paper on using impostors for trees somewhere, but I no longer have the link :cry:

Posted: Thu Apr 07, 2011 5:56 am
by tmyke
the idea is interesting indeed.

I do not know if it comes together, but I use a LOD system, or the entity's most remote
groups are represented by a sprite.I'm still working on it to improve overall.

Posted: Thu Apr 07, 2011 11:41 pm
by polylux
Impostors only come in handy for objects at great distance. As for trees I'd go with the replace-with-billboards-at-some-distance approach. Cause still in the case of a forest the impostor-way would mean a lot of re-rendering of objects.

Posted: Fri Apr 08, 2011 1:41 am
by Lonesome Ducky
It's not "only handy for objects at a great distance," it's actually handy for when you have a lot of objects at almost any distance (save very close up). The advantage to impostors is that it's extremely hard to tell that they're impostors. Replacing with just a billboard is very obvious, and the overhead for rendering to textures with impostors is more than worth it for how good it looks compared to simple billboards.