Alienhead Posted December 25, 2024 Share Posted December 25, 2024 I can create a new scene with 2 cubes on it, one cube as a large floor and another cube as a player. I get about 1100fps. If I create a new scene with a 512x512 terrain on it, no textures. just a flat terrain and a cube for the player i get about 118fps.. Something aint right ! Quote Alienhead Components and Software Link to comment Share on other sites More sharing options...
beo6 Posted December 26, 2024 Share Posted December 26, 2024 Can you maybe confirm if FPS only drop if Tesselation and Terrain shadows are enabled? See also my bug report here: Quote Link to comment Share on other sites More sharing options...
Alienhead Posted December 26, 2024 Author Share Posted December 26, 2024 I have tess turned off plus I dont even have a texture on the terrain. Quote Alienhead Components and Software Link to comment Share on other sites More sharing options...
StOneDOes Posted December 26, 2024 Share Posted December 26, 2024 Have you got a navmesh with debugging turned on? I noticed that gives quite a hit to your performance. Quote Link to comment Share on other sites More sharing options...
Alienhead Posted December 26, 2024 Author Share Posted December 26, 2024 ""If I create a new scene with a 512x512 terrain on it, no textures. just a flat terrain and a cube for the player."" Im starting to wonder if it could be the shafting AMD drivers release... but I doubt it. Quote Alienhead Components and Software Link to comment Share on other sites More sharing options...
beo6 Posted December 27, 2024 Share Posted December 27, 2024 I have an NVIDIA 3090 GPU, So if it's the same, its not about the driver. And I also don't have any navmesh Quote Link to comment Share on other sites More sharing options...
Josh Posted February 25 Share Posted February 25 Here's a simple test that will produce roughly the same results. terrtest.zip A 512x512 terrain will result in about 263,169 polys being drawn (without LODs) so it's not nothing, and I would expect it to maybe be a bit more expensive than a model since a texture lookup is being performed in the vertex shader, and the fragment shader is more expensive than standard PBR shaders...but it may still be beneficial to take a closer look and determine exactly what the bottleneck is in this situation. 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...
Josh Posted Friday at 09:10 PM Share Posted Friday at 09:10 PM I am testing this in code and the results seem well within what I would consider to be normal. GPU: AMD 6600 No terrain: 4200 FPS With terrain: 2700 FPS #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetFov(70); camera->SetPosition(0, 10, 0); camera->SetClearColor(0.125); //Sunlight auto light = CreateDirectionalLight(world); light->SetRotation(45, 35, 0); //Create terrain auto terrain = CreateTerrain(world, 512, 512); //terrain->LoadHeightmap("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Terrain/512.r16"); //terrain->SetScale(1, 100, 1); //Camera controls //camera->AddComponent<CameraControls>(); world->RecordStats(true); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { window->SetText(world->renderstats.framerate); world->Update(); world->Render(framebuffer, false); } return 0; } 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...
Josh Posted Friday at 09:13 PM Share Posted Friday at 09:13 PM I tried the scene I created and uploaded above, and it produces the same results. In order to investigate this further, I will need a specific scene or program I can test. My attempts to produce any problem are working as expected. 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...
Solution Alienhead Posted Friday at 10:53 PM Author Solution Share Posted Friday at 10:53 PM I can no longer test this, the lag was happening when I was on an AMD GPU, I have no such stuttering with nvidia gpu's. 1 Quote Alienhead Components and Software Link to comment Share on other sites More sharing options...
Josh Posted Friday at 11:23 PM Share Posted Friday at 11:23 PM 28 minutes ago, Alienhead said: I can no longer test this, the lag was happening when I was on an AMD GPU, I have no such stuttering with nvidia gpu's. Okay, what GPU was it, for future reference? 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...
Alienhead Posted Friday at 11:36 PM Author Share Posted Friday at 11:36 PM XFX Speedster SWFT210 Now I'm running a Gigabyte GeForce RTX 4070, and most of my reported glitches are no more. 1 Quote Alienhead Components and Software Link to comment Share on other sites More sharing options...
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