Josh Posted December 24, 2009 Share Posted December 24, 2009 Can you post a demo showing how 20 character controllers are slow? 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...
TheoLogic Posted December 24, 2009 Author Share Posted December 24, 2009 After exams I will. Just some movie from RE::Pest showing how this lags... I'm sorry, but I am on a tight schedule right now. After January I have time to document, and test if needed. Follow me Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 26, 2009 Share Posted December 26, 2009 So you have 20 controllers lagging now and it will take over a month to find 5 mins to make a vid? AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
TylerH Posted December 26, 2009 Share Posted December 26, 2009 Argh, it isn't like anyone else here can't make a 5 minute demo with 20 character controllers, or for Josh to try it himself... 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...
Niosop Posted December 26, 2009 Share Posted December 26, 2009 I was running 50+ earlier, it slowed down but not that badly. So it's not character controllers themselves maybe collision settings causing a lot of collisions it has to process? 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 26, 2009 Share Posted December 26, 2009 The reason I ask for a demo of your problem is because I suspect you either have some very unoptimal physics shapes or you are using a high value for the update iterations for the controller. Or there may be some other problem. It doesn't make sense for someone else to try to guess and recreate your program. It's much more efficient to see what you are doing and then see if there are any problems. 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...
TheoLogic Posted December 27, 2009 Author Share Posted December 27, 2009 The result is better if I lower the iterations for the update, but this leads me to being able to pass walls on indoor scenes at lower framerates... Follow me Link to comment Share on other sites More sharing options...
Niosop Posted December 27, 2009 Share Posted December 27, 2009 How thin are your walls? Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
TheoLogic Posted December 27, 2009 Author Share Posted December 27, 2009 Depending on placement, between 10 and 20 cm... Follow me Link to comment Share on other sites More sharing options...
Josh Posted July 29 Share Posted July 29 On 12/18/2009 at 3:14 AM, TheoLogic said: LeadWerks has a great C implementation, you can get good looking results in a mum of time, but performance isn't what it should be. What I would like to see: - Support for lower specs - Multithreading (MUST) The problem is: having a good looking scene with gameplay at decent framerates is hard to get at this moment. Finished! 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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