tkunze Posted December 20, 2009 Share Posted December 20, 2009 On other game engines i worked with i could greatly improve the performance by creating my own scene management where i set the hidden flag to all entities not shown (e.g. if the player is outside a building it is not necessary to render the interior). Will this improve the performance in leadwerks or is it a waste of time to implement such a mechanism? Quote Link to comment Share on other sites More sharing options...
Canardia Posted December 20, 2009 Share Posted December 20, 2009 OpenGL does this automatically, you can check also when you are inside the building, how many polys are rendered. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
L B Posted December 20, 2009 Share Posted December 20, 2009 I'm rather surprised that OGL says that automatically, because let's say I'm on one side of a cliff, and models are on the other side, my FPS rate goes down if I look in this direction. Sucky schema: Cliff Models ___/\___ < Camera FPS: 20 Cliff Models ___/\___ Camera > FPS: 50 Even though not one model is visible in the first case, I still get lower FPS. Maybe because it doesn't work with Terrains/Vegetation? Quote Link to comment Share on other sites More sharing options...
Canardia Posted December 20, 2009 Share Posted December 20, 2009 It doesn't work with terrain the same way. You need to hide some wall inside the terrain, but there was some other way to do it too, which I can't remember right now. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
L B Posted December 20, 2009 Share Posted December 20, 2009 That's sad, it really impacts performance in a game where cliffs are used as separators (i.e. RPG). The more I use LE, the more I realize it was made for FPS. Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 20, 2009 Share Posted December 20, 2009 i thought grouping was the correct way to handle something like that? Groups Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
L B Posted December 20, 2009 Share Posted December 20, 2009 How do you group vegetation? Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 20, 2009 Share Posted December 20, 2009 How do you group vegetation? are we talking actual models of vegetation? then usually control rendering by view distance... if billboards it shouldn't really be necessary Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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