IrrSpitz [slow rendering problem]

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burivuh
Posts: 30
Joined: Tue Nov 22, 2005 1:22 pm

IrrSpitz [slow rendering problem]

Post by burivuh »

Scene with about 10 000 poly ( no transparency, no volume shadows, one light source ). Has about 1.5 Mb of textures.
Have model with about 7 000 poly ( all scene params are the same ).One simple texture.

Model is rendered with about 85 fps.
Scene - 15 fps.

All models are .X objects. Only triangles are used.

Any idea where problem may be?
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

What video driver are you using?

Can you send me the code and samples? So I can see if I get the same results?
Image
burivuh
Posts: 30
Joined: Tue Nov 22, 2005 1:22 pm

Post by burivuh »

Spintz wrote:What video driver are you using?

Can you send me the code and samples? So I can see if I get the same results?
I'm using OpenGL driver.
A can only send you a bit changed IrrSpintz sources (in the part of loading X Meshes) and a problem X model.

If you're interested, please give me you e-mail.
Thanks.
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Just click the email button under my posts :D
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burivuh
Posts: 30
Joined: Tue Nov 22, 2005 1:22 pm

Post by burivuh »

Spintz wrote:Just click the email button under my posts :D
:D

done.
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Ok, when I loaded that .X file in IrrSpintz, it came up with some errors. I loaded it into MView.exe and recalculated normals and optimized the mesh, then resaved it and it loads into Irrlicht. Not all textures show up in Irrlicht however, that I would guess is a problem with the .X loader, I can look into that.

As far as performance goes, on my work machine with a 9700 Radeon Pro 128MB, I was getting 450+ FPS.
Image
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

To show you what I mean -
Image
Image

Notice that not all textures are being applied, the chimneys are, but that's it. You can see all the model data there and you can see the FPS in the caption is almost 500, so it's not slow for me. I'm curious why it doesn't display all the textures however. That's weird. It loads all the textures, gonna look into that.
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burivuh
Posts: 30
Joined: Tue Nov 22, 2005 1:22 pm

Post by burivuh »

MView - this utility comes with DX SDK?

Wondering, may be I'll send you not all modified files from Irrlicht.
Scene must look something like that:

Image
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Nice scene.

I've been looking into the OpenGL stuff in the IrrSpintz thing as well, but given the fact that Spintz is getting decent (very decent) framerates - I am not sure where the issue is unless there is differences in the .X loaders and/or .X files used...

If you want anothere set of eyes on the problem - you can send the changes + giles my way. Otherwise, I'll just wait until Spintz comes back with something :)

--EK
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Well, all the screenshots I'm showing you have no modified code yet. I guess I need to add those fixes, but I need to look at them before hand, will take a while.

How about this though -

DirectX -

Image

and OpenGL

Image


OpenGL is about 100 FPS slower in these SS's( which is still expected, DirectX automatically uploads vertex/index data to the video card( since using HARDWARE_VERTEXPROCESSING ) and also, OpenGL has the major slowdown with getting the OpenGL color format from the SColor everytime it renders a frame.

Let me apply your changed files and see if they cause the slowdown.
Image
burivuh
Posts: 30
Joined: Tue Nov 22, 2005 1:22 pm

Post by burivuh »

Eternl Knight wrote:Nice scene.

I've been looking into the OpenGL stuff in the IrrSpintz thing as well, but given the fact that Spintz is getting decent (very decent) framerates - I am not sure where the issue is unless there is differences in the .X loaders and/or .X files used...

If you want anothere set of eyes on the problem - you can send the changes + giles my way. Otherwise, I'll just wait until Spintz comes back with something :)

--EK
Thanks.

To tell the truth, Irrlicht X Mesh Loader (mainly parser) is rather bad. If we have some time (oh yeah, X Format Specs tell us it's not format but meta format language :D ) we'll try to write it by ourself from zero-based. But now we have to do some tricks with models to make them work.
All that we have done will it - a little changes to load our models and textures. So I think it will not take a lot of time for Spintz to look over them.
burivuh
Posts: 30
Joined: Tue Nov 22, 2005 1:22 pm

Post by burivuh »

It's good, but we need crossplatform, so can work only with OGL.

Hmm, I tried MView and now it gives about 23 fps instead of 15 :D
What optimizations from this utility you've used?

P.s. Oops, I have sent to you only one layer model. Without road and transparent stuff, like tree crowns.
But that stuff is about thousand poly - so it's not necessary.

P.p.s. Thank you for helping.
Fred

Post by Fred »

" OpenGL has the major slowdown with getting the OpenGL color format from the SColor everytime it renders a frame."

This really needs changing.
Guest

Post by Guest »

mmmh are you sure that this causes the slowdown? and why are vertices/indices loaded to the gpu memory? this is one of the first "basic" ogl extensions.. (when you are sure you only use opengl that write your own scenenode using VBO)
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