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Optimizations (was la fae)

Posted: Wed Mar 02, 2011 3:40 pm
by Clavin12
Is a 1k poly pilot unreasonable?

Re: La Fae (Warning: Many Images)

Posted: Wed Mar 02, 2011 4:11 pm
by Zax
Clavin12 wrote:Is a 1k poly pilot unreasonable?
An average call of duty soldier weighs 20,000 polys. Take that for what it's worth.

Re: La Fae (Warning: Many Images)

Posted: Wed Mar 02, 2011 4:31 pm
by GSH
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)

Posted: Wed Mar 02, 2011 4:54 pm
by Zax
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
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.

Re: La Fae (Warning: Many Images)

Posted: Wed Mar 02, 2011 5:44 pm
by GSH
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

Re: La Fae (Warning: Many Images)

Posted: Wed Mar 02, 2011 5:57 pm
by Zax
GSH 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
A Radeon 5850, a card that should be eating BZ2 for breakfast rather than the other way around :lol:

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)

Posted: Wed Mar 02, 2011 7:19 pm
by Clavin12
So as long as I don't have any apc like units 1k pilots should be fine?

Re: Optimizations (was la fae)

Posted: Wed Mar 02, 2011 7:34 pm
by Ded10c
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?

Re: Optimizations (was la fae)

Posted: Thu Mar 03, 2011 12:37 am
by Nielk1
AHadley wrote:Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
No, local fog exists for that type of fog. The slow down is why we have that toggle to turn it off.

Re: Optimizations (was la fae)

Posted: Thu Mar 03, 2011 1:18 am
by TheJamsh
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 :P

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)

Posted: Thu Mar 03, 2011 3:46 am
by Zax
Nielk1 wrote:
AHadley wrote:Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
No, local fog exists for that type of fog. The slow down is why we have that toggle to turn it off.
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.

It's kind of like stencil shadows, only stencil shadows don't grind things to a halt.

Re: Optimizations (was la fae)

Posted: Thu Mar 03, 2011 3:49 am
by Nielk1
Zax wrote:
Nielk1 wrote:
AHadley wrote:Speaking of local fog, how would I go about removing the small patches of fog on a map such as Dunes?
No, local fog exists for that type of fog. The slow down is why we have that toggle to turn it off.
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.

It's kind of like stencil shadows, only stencil shadows don't grind things to a halt.
I don't need to turn it off and my system is out of date by a pretty long shot.

Re: Optimizations (was la fae)

Posted: Thu Mar 03, 2011 8:44 am
by Ded10c
I mean removing the fog from the map entirely to turn it into a new map without fatches of pog.

Re: Optimizations (was la fae)

Posted: Thu Mar 03, 2011 1:00 pm
by MrTwosheds
To which the answer is, don't. Just make a nice new clean map.

Re: Optimizations (was la fae)

Posted: Thu Mar 03, 2011 1:51 pm
by Ded10c
Which is what I did anyway :)