Models vs. Performance

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kddekadenz
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Models vs. Performance

Postby kddekadenz » November 2nd, 2012, 9:52 am

I think a lot of you already know this problem:

Models decrease performance a lot:

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The Sauerbraten Engine, PAS is based on, had already this problem.
I think it is because the viewing distance is too high. Check it yourself: look at the models and check your FPS and then look away and check it again.
The same problem happens to the AI: critters do see you from great distance.

So the way to fix this is a static variable defining the maximal view distance ;)
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Re: Models vs. Performance

Postby chocolatepie33 » November 2nd, 2012, 6:51 pm


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Re: Models vs. Performance

Postby Hirato » November 2nd, 2012, 8:26 pm

If you had 90k worth of geometry polygons, I imagine your FPS would also be about 2/3rds of its current self.
Maybe it's time to upgrade from Intel hardware.

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Re: Models vs. Performance

Postby kddekadenz » November 3rd, 2012, 8:01 am

Yes, I have to get a new computer :lol:
Nevertheless models and entities do slow down the game a lot. I think Tesseract will eat some performance, too.
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Re: Models vs. Performance

Postby chocolatepie33 » November 3rd, 2012, 2:45 pm


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Re: Models vs. Performance

Postby Runescapedj » November 3rd, 2012, 4:29 pm

Games nowadays have the same model with different amounts of polygons and detail, max when you are really close, and if you go further away the model would keep going to a less detailed model to eventually change in a 2d sprite at extremely long range. Is something like this possible in PAS? It would increase the framerate a lot

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Re: Models vs. Performance

Postby chocolatepie33 » November 3rd, 2012, 6:12 pm


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Re: Models vs. Performance

Postby Hirato » November 3rd, 2012, 9:45 pm

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Re: Models vs. Performance

Postby Captain_Ahab » November 3rd, 2012, 10:16 pm

I was wondering...

How much is the lag due to the number of tri's and how much is due to the number of models that the engine has to keep track of.
In other words, which slows the frame-rate down more; one 50,000 tri mapmodel, or 50 1,000 tri mapmodels?
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Re: Models vs. Performance

Postby Hirato » November 3rd, 2012, 11:02 pm

Rendering wise, assuming the 50 models are all the exact same model, it should be more or less as fast as the one 50k tris model.
the 50 * 1000 would be slower due to various other changes.

Not to mention, having 50 models present would infer a bigger hit on overall performance too as you have 49 additional objects to keep track of for physics.
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