L B Posted December 13, 2009 Share Posted December 13, 2009 http://www.youtube.com/watch?v=ocJZeWOWA9Q Note the uber-low FPS around the multi-lights area in the beginning. Any suggestion appreciated. The shadowmap size of these lights is like 32. I know the animation is not normalized, the video quality is crappy, and I don't have Framewerk yet because this is in C# and well, I'm the one who's supposed to make Framewerk. Quote Link to comment Share on other sites More sharing options...
Rick Posted December 13, 2009 Share Posted December 13, 2009 That looks really nice. It's nice to see some functionality along with all these pretty screenshots we see from everyone. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 13, 2009 Share Posted December 13, 2009 Specs? There are still some additional shadow techniques I can use to optimize it further without losing quality. They'll probably be in place before you have a demo out. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 14, 2009 Author Share Posted December 14, 2009 Specs? There are still some additional shadow techniques I can use to optimize it further without losing quality. They'll probably be in place before you have a demo out. GeForce 9600 GT, 4GB RAM, 2.30 Ghz Dual Core, W7RC. (Although, I have no bump mapping, 4 lights in scene (1 dir+3 points), and no ground cover (i.e. few models)). I'm really not figuring what's wrong there, it MIGHT be my character logic, but I doubt it. And heck, GI and molecular precision will be in place before I have a demo out. I'll try removing the shadows on the lights and see how it works. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 14, 2009 Share Posted December 14, 2009 http://www.nvidia.co..._9600gt_us.html 64 stream processors, so not bad but not great. If your shadow maps are that low res you might as well disable shadows for those point lights. Additionally, the optimization technique I am talking about will lower the amount of geometry that has to be redrawn when shadows are updated. It will result in a very big improvement in this scene. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 14, 2009 Author Share Posted December 14, 2009 Trying to remove it in LUA, can't figure how. Assume the light is declared like this: "local light = CreatePointLight(10, model)" How do I disable shadows? Quote Link to comment Share on other sites More sharing options...
Josh Posted December 14, 2009 Share Posted December 14, 2009 Just uncheck the "cast shadows" box in the properties. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 14, 2009 Author Share Posted December 14, 2009 I can't because the light is automatically created from the LUA script. This way I don't have to place a light for each lamp I place. Here's my script for the lamp post: dofile("Scripts/base.lua") function Spawn(model) local entity=base_Spawn(model) entity.model=model local light=CreatePointLight(30,model) light:Move(Vec3(0, 3.85, 0)) local intensity = 1 light:SetColor(Vec4(245/255*intensity, 170/255*intensity, 115/255*0.7, 255/255*intensity)) light:SetShadowmapSize(64) light:SetKey("castshadows", 0) -- Didn't work. return entity end On a side note, any recommendation for a GPU? My budget's low but one can dream. Quote Link to comment Share on other sites More sharing options...
Niosop Posted December 14, 2009 Share Posted December 14, 2009 Try: light:SetShadowMode(0,1) Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Josh Posted December 14, 2009 Share Posted December 14, 2009 Any GEForce 8800 or GEForce 9800. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 14, 2009 Author Share Posted December 14, 2009 I got all my performance back after using SetShadowMode(0, 1). Although, simply for Josh, note that putting the ShadowMapSize of all my point light maps to 2, 4, or 8 (a.k.a. really low values) does NOT give a boost in performance when the shadow is handled with a skinned mesh. I think the skin + shadow system needs to be reviewed, or else my material files are somehow wrong. Quote Link to comment Share on other sites More sharing options...
L B Posted December 14, 2009 Author Share Posted December 14, 2009 Any GEForce 8800 or GEForce 9800. Any significant performance increase from 9600 to 9800? Quote Link to comment Share on other sites More sharing options...
Josh Posted December 14, 2009 Share Posted December 14, 2009 Yes. You'd even be better off with an 8800 over a 9600. Basically, any NVidia card where the second number is less than 8 is a budget card: GEForce 9600, 8400, 240. They just keep repackaging the same slow cards and selling them for cheaper under a new name. The real cards are like 7950, 8800, 9800, 280, 295, etc. I know, it's a terrible naming scheme. Confusing the customer so they don't even know which one is faster is not a good way to sell hardware. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TylerH Posted December 14, 2009 Share Posted December 14, 2009 I think Josh knows nVidia's hardware and drivers better than nVidia does. Given all the departments they have, I bet half of them don't know their own naming scheme for their cards. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted December 14, 2009 Share Posted December 14, 2009 or you could go with the Radeon HD 5870, or the 4870 if your low on cash. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Michael Betke Posted December 14, 2009 Share Posted December 14, 2009 I really like the video. Go and add some sky, flowers/grass and an ambient light so the shadows aren't such dark. The cape ofthe guy could swing a bit more. looks a bit stiff. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
L B Posted December 14, 2009 Author Share Posted December 14, 2009 I really like the video. Go and add some sky, flowers/grass and an ambient light so the shadows aren't such dark. The cape ofthe guy could swing a bit more. looks a bit stiff. I would add the atmosphere, but I need to code Framewerk in C#, which is not an easy task. I would also add some ground cover as you suggested, but I have found the ground cover provided in your (wonderful) pack not quite fit for MMORPG-style bushes and such. Too subtle, probably more useful for FPS, which is what you design for. The model will not even be used in the final game, but only for testing, so I could care less. But thanks for the comments [by the way: If ever you feel like making some MMO ground cover / old (fable-style) fence models, make us know I'd be glad too buy them] @Josh: I know there is an improvement between 9600 and 9800. I'm just wondering how big it is. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2009 Share Posted December 15, 2009 It will be more than twice as fast with a 9800. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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