Drachengeifer1 / vdrift-ogre

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Hardware instancing #182

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
--- This is CRUCIAL (major improvement for high and smooth fps) ---

Remove paged-geometry close 3d models (batched geometry) which are processed on 
cpu. Each vertex of each tree in batch is multipled on cpu (pos,norm,tang,etc). 
This is the worst thing that kills fps and makes it going crazy in some places, 
never smooth when driving fast.

Now use Ogre's New instancing (HWInstancingBasic)
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902&start=100
If paged geom 2.0 is out then check that too
http://www.ogre3d.org/addonforums/viewtopic.php?f=14&t=14365&sid=297ecaeaff91183
f3d7190d24954eeb6&start=15

Original issue reported on code.google.com by Cry...@gmail.com on 6 Nov 2012 at 6:51

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
OK HW instancing doesn't change much, fps is even lower but a bit smoother (no 
page load lags).
What actually kills performance and makes horrible fps jumps is Shadows !
I'm thinking of making a pre-made lightmap with tree shadows, just to have them 
not casting shadows. Looks problematic even at start (eg. different tree 
multiplier settings).

Original comment by Cry...@gmail.com on 15 Nov 2012 at 6:25

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
OK its only the 4k shadows. The lower have smooth fps.

Original comment by Cry...@gmail.com on 15 Nov 2012 at 10:43

GoogleCodeExporter commented 8 years ago
Still todo: trees and grass wind animation.

Original comment by Cry...@gmail.com on 20 Nov 2012 at 6:13

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GoogleCodeExporter commented 8 years ago
OK, smoother but lower Fps with HW inst, so no big reasons to do it, and would 
require wind, and integrating into close paged-geom pages (too much trouble).

Original comment by Cry...@gmail.com on 3 Apr 2013 at 5:41