Rastar Posted January 7, 2014 Share Posted January 7, 2014 Congrats on releasing Leadwerks on Steam! It will be interesting to see where this takes the engine - judging from the comments, this move generates a lot of visiblity and attracts many people who haven't heard of Leadwerks before! I have played with it a little and have some questions: 1) Is there a shader "in the box" that I could use for trees? I tried the "if (outcolor.a < 0.5 discard);" check on the leaves, and it works a little but not fully, and the tree shadow is wrong? 2) Using the terrain from level 8 and putting in a couple of trees (like 10), a get a pretty low framerate (like 60 fps). Is the fps counter reliable? If yes, that would be troubling. 3) I can confirm the large terrain crash bug (see http://www.leadwerks.com/werkspace/topic/8032-steam-large-terrain-crash/). After you put anything in your scene (like a model) it cashes on start, just the terrain starts. 4) For the terrain level, it would be nice if there was a "fly-around" camera script. Quote Link to comment Share on other sites More sharing options...
SarperSoher Posted January 7, 2014 Share Posted January 7, 2014 I also have concerns regarding #2 I'm getting a varying but low frames per second (10-40) on the integrated FPS demo level on the highest quality settings with no AA on an AMD HD5770 gpu. I wonder what will happen if it was a production long level and there were more particles, physics and post process effects. Loading times of the scene when the game runs is rather long too. Quote Link to comment Share on other sites More sharing options...
Admin Posted January 7, 2014 Share Posted January 7, 2014 The AI seems to have some room for optimization still. For some reason I hit some slowdown there I haven't yet identified. Quote Link to comment Share on other sites More sharing options...
SarperSoher Posted January 7, 2014 Share Posted January 7, 2014 So it's more like a CPU bottleneck and we shouldn't worry much on the GPU side then? Quote Link to comment Share on other sites More sharing options...
SarperSoher Posted January 7, 2014 Share Posted January 7, 2014 Standing in the corner looking outside to the empty space near a wall confirms that it's not a GPU bottleneck. Either that or there is no culling, not even frustum culling which is unlikely. Quote Link to comment Share on other sites More sharing options...
Admin Posted January 7, 2014 Share Posted January 7, 2014 Yes, that seems to be the case. There's likely some inefficiency in the character collision that can be improved. Quote Link to comment Share on other sites More sharing options...
Marcus Posted January 7, 2014 Share Posted January 7, 2014 I get really bad frame drops when I activate and ride on the elevator on the 'AI and Events' map. Quote Link to comment Share on other sites More sharing options...
Admin Posted January 7, 2014 Share Posted January 7, 2014 Debug mode will be much slower than release mode, but there does seem to be some room for optimization still. I think it's CPU-bound and has to do with the character controller, so that can still be improved. Quote Link to comment Share on other sites More sharing options...
Rastar Posted January 7, 2014 Author Share Posted January 7, 2014 Correction to the terrain level FPS: I forgot to turn off vsync (blush), seems this is on after a fresh install. I now get around 80 fps, which still is not overwhelming, though. Btw: Is there a code sample or something for the instanced rendering? I guess this needs special shader that use the uniform buffers, glInstanceId and stuff? Quote Link to comment Share on other sites More sharing options...
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