Optimizations (was la fae)
Moderators: GSH, VSMIT, Red Devil, Commando
Optimizations (was la fae)
Is a 1k poly pilot unreasonable?
Re: La Fae (Warning: Many Images)
An average call of duty soldier weighs 20,000 polys. Take that for what it's worth.Clavin12 wrote:Is a 1k poly pilot unreasonable?
Re: La Fae (Warning: Many Images)
Well, BZ2 (even pb5+) still does skinning on the CPU, not the GPU. Modern games use shaders to do more work on the GPU. So, throwing lots of verts thru the CPU on BZ2 isn't necessarily the best idea. Do test before releasing.
1.3pb6.1 has a bunch of optimizations to make skinning on the CPU a bit faster, especially on slower machines. But not radically faster.
-- GSH
1.3pb6.1 has a bunch of optimizations to make skinning on the CPU a bit faster, especially on slower machines. But not radically faster.
-- GSH
Re: La Fae (Warning: Many Images)
How about local fog? Will that still be so intensive to render, because if so, it should probably be left disabled. Even at 25% it eats my FPS for breakfast, and I am planning on testing exactly how much of a hit each percentage takes at a given location.GSH wrote:Well, BZ2 (even pb5+) still does skinning on the CPU, not the GPU. Modern games use shaders to do more work on the GPU. So, throwing lots of verts thru the CPU on BZ2 isn't necessarily the best idea. Do test before releasing.
1.3pb6.1 has a bunch of optimizations to make skinning on the CPU a bit faster, especially on slower machines. But not radically faster.
-- GSH
Re: La Fae (Warning: Many Images)
Local fog is 95+% GPU (graphics card) dependent. It's drawing a bunch of slices of a 3D texture, which leans very heavily on your GPU's fill rate. Basically, opaque things can be drawn faster with basically just a write, than transparent items, which require a read-modify-write cycle. What graphics card do you have, zax?
(Topic split about to happen, too)
-- GSH
(Topic split about to happen, too)
-- GSH
Re: La Fae (Warning: Many Images)
A Radeon 5850, a card that should be eating BZ2 for breakfast rather than the other way aroundGSH wrote:Local fog is 95+% GPU (graphics card) dependent. It's drawing a bunch of slices of a 3D texture, which leans very heavily on your GPU's fill rate. Basically, opaque things can be drawn faster with basically just a write, than transparent items, which require a read-modify-write cycle. What graphics card do you have, zax?
(Topic split about to happen, too)
-- GSH
I turn it off and it is no huge issue, but I do miss the little extras like the dust or the weather in flesh storm. It's just much more intensive than it seems it should be; kind of like when I am zoomed in very far with filters turned on in my choice of 2D graphics editor. Grinds.
Re: Optimizations (was la fae)
So as long as I don't have any apc like units 1k pilots should be fine?
Re: Optimizations (was la fae)
Give 1k pilots a go and if that slows you down, lower it. If any of the testers (when you get that far) slow down, lower it again.
Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
Re: Optimizations (was la fae)
No, local fog exists for that type of fog. The slow down is why we have that toggle to turn it off.AHadley wrote:Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
Re: Optimizations (was la fae)
I feel I should inform you all that I currently have a near 6K high-poly AAN pilot... obviously I am working to drastically reduce that to something slightly more sensible
Many thanks to the creators of UE Viewer for those badboys... although its going to take some serious re-texturing and optimizations to bring them down.
Many thanks to the creators of UE Viewer for those badboys... although its going to take some serious re-texturing and optimizations to bring them down.
Re: Optimizations (was la fae)
The problem being that even with very high end equipment it still must be turned off has an effect that it might as well not even be there.Nielk1 wrote:No, local fog exists for that type of fog. The slow down is why we have that toggle to turn it off.AHadley wrote:Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
It's kind of like stencil shadows, only stencil shadows don't grind things to a halt.
Re: Optimizations (was la fae)
I don't need to turn it off and my system is out of date by a pretty long shot.Zax wrote:The problem being that even with very high end equipment it still must be turned off has an effect that it might as well not even be there.Nielk1 wrote:No, local fog exists for that type of fog. The slow down is why we have that toggle to turn it off.AHadley wrote:Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
It's kind of like stencil shadows, only stencil shadows don't grind things to a halt.
Re: Optimizations (was la fae)
I mean removing the fog from the map entirely to turn it into a new map without fatches of pog.
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Re: Optimizations (was la fae)
To which the answer is, don't. Just make a nice new clean map.
Re: Optimizations (was la fae)
Which is what I did anyway