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Static lights decreases fps


Dreikblack
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Code from https://www.ultraengine.com/learn/Entity_Staticize?lang=cpp

Added fps counter to title, disabled VSync, fixed mover include

Release mode 2500-2580 fps, hit space to make light static - 1700-1800 fps

#include "UltraEngine.h"
#include "Components/Motion/Mover.h"

using namespace UltraEngine;

int main(int argc, const char* argv[]) {
    //Plugin for texture loading
    auto plugin = LoadPlugin("Plugins/FITextureLoader");

    //Get display
    auto displays = GetDisplays();

    //Create window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER);

    //Create framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create world
    auto world = CreateWorld();
    world->SetAmbientLight(0.1);
    world->RecordStats(true);

    //Create camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.25);
    camera->SetPosition(0, 2, 0);
    camera->Move(0, 0, -5);

    //Build scene
    auto tunnel = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/tunnel_t.glb");
    tunnel->SetRotation(0, 180, 0);
    tunnel->Staticize();

    auto cage = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/fancage.glb");
    cage->Staticize();

    auto fan = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/fanblades.glb");
    fan->SetPosition(0, 2, 0);
    auto mover = fan->AddComponent<Mover>();
    mover->rotationspeed.z = 300;

    auto light = CreatePointLight(world);
    light->SetColor(2, 2, 2);
    light->SetRange(10);
    light->SetPosition(0, 2, 2);
    light->SetColor(4.0);

    //Display text
    auto orthocam = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    orthocam->SetClearMode(CLEAR_DEPTH);
    orthocam->SetRenderLayers(128);
    orthocam->SetPosition(float(framebuffer->size.x) * 0.5, float(framebuffer->size.y) * 0.5f);

    auto font = LoadFont("Fonts/arial.ttf");

    auto text = CreateSprite(world, font, "Shadow polygons: 0", 14.0 * displays[0]->scale);
    text->SetPosition(2, framebuffer->size.y - 16.0f * displays[0]->scale);
    text->SetRenderLayers(128);

    auto text2 = CreateSprite(world, font, "Press space to make the light static.", 14.0 * displays[0]->scale);
    text2->SetPosition(2, framebuffer->size.y - 16.0f * 2.0f * displays[0]->scale);
    text2->SetRenderLayers(128);

    //Main loop
    while (!window->KeyHit(KEY_ESCAPE) and !window->Closed()) {
        world->Update();
        world->Render(framebuffer, false);
        window->SetText("FPS: " + String(world->renderstats.framerate));

        if (window->KeyHit(KEY_SPACE)) {
            light->Staticize();
            text2->SetHidden(true);
        }

        text->SetText("Shadow polygons: " + String(world->renderstats.shadowpolygons));
    }
    return 0;
}

 

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There are two opposing factors:

  • Static lights don't have to render as much geometry when a shadow is updated, because they store a a shadow map for all the static objects.
  • The static shadow map has to be copied to the dynamic shadow map at the start of the shadow update.

In situations where you have a small amount of dynamic geometry and a large amount of static geometry, like a single character walking through a room made up of a lot of polygons, then a static light will perform faster because it only has to render the character to update the shadow.

However, that texture copy does incur a cost, and it could be possible in some situations that cost would be greater than the savings you get by skipping the static geometry, even though fewer polygons are being drawn.

I don't know if that is the case here. I will test this against 0.9.7 and check to see if they produce the same result.

My job is to make tools you love, with the features you want, and performance you can't live without.

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