Front Warrior's Instanced Grass 100k-384k polygons per frame
You need to have a SM 4.0 card for that
Some of the methods to aid the FPS of the instancing will help you to get your FPS up and display more dense grass in the same time frame.
however when you do have the SM 4.0 card... you can set the grass to be sooo funking dense that you wont be able to see where you are going when you crawl.
Some of the methods to aid the FPS of the instancing will help you to get your FPS up and display more dense grass in the same time frame.
however when you do have the SM 4.0 card... you can set the grass to be sooo funking dense that you wont be able to see where you are going when you crawl.
Last edited by devsh on Sat Jun 12, 2010 8:45 pm, edited 1 time in total.
Cool, neat work. By the way, is there some tut for using Irrlichts gui Editor? I made a thread here but no answearhttp://irrlicht.sourceforge.net/phpBB2/ ... highlight=
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ok I should have a video right now on youtube
http://www.youtube.com/watch?v=XLTRY-N-fak
REMEMBER to turn the sound up!
however I used a shitty computer to record, therefore the video is choppy, I can reassure you that my FPS is above 24 at all times. it went down from 35 because of all the wind calculations I had to do in the geometry shader
in the next version of the shader I will calculate everything in the vertex shader, and then just use geometry shader for nothing but outputting vertices.
You may notice that some grass planes are badly rotated... hanging in mid air, this is because I used an inverse matrix to pass down the rotational symmetry (needed for tesselation) axis. So I beyond repair on that one, and I could not be bothered to re-take the video. Anyhow I am getting some sleep and maybe by monday the instancing shader will be optimized untill its gets the best fps ever and the lighing will be sorted.
So next onto the shadows, a little reminder![Smile :)](./images/smilies/icon_smile.gif)
http://www.youtube.com/watch?v=XLTRY-N-fak
REMEMBER to turn the sound up!
however I used a shitty computer to record, therefore the video is choppy, I can reassure you that my FPS is above 24 at all times. it went down from 35 because of all the wind calculations I had to do in the geometry shader
![Sad :(](./images/smilies/icon_sad.gif)
You may notice that some grass planes are badly rotated... hanging in mid air, this is because I used an inverse matrix to pass down the rotational symmetry (needed for tesselation) axis. So I beyond repair on that one, and I could not be bothered to re-take the video. Anyhow I am getting some sleep and maybe by monday the instancing shader will be optimized untill its gets the best fps ever and the lighing will be sorted.
So next onto the shadows, a little reminder
I did CSM in PNS but I didnt get the split locations right cause I couldnt solve integrals back thenPSM isn't good option, better solution is LiSPSM or TSM (You can combine it with PSSM/CSM and/or VSM
![Smile :)](./images/smilies/icon_smile.gif)
IMHO keep the geometry shader approach, but do it like this: http://http.developer.nvidia.com/GPUGem ... _ch07.html If you make your grass not only one plane, but 3 planes joined together(Figure 7-4), it will use less polygons and even look better.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!