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Josh

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Blog Comments posted by Josh

  1. I ran the test using the goblin model. On this machine 1024 uniquely animated goblins onscreen runs at 200 FPS. With the old renderer it runs at 380 FPS, but it's not exactly an even comparison. The Vulkan renderer is doing a depth-prepass, so all skinned vertices are actually being rendered twice, once for the prepass and once for the final pass.

    If all things were the same, I am sure the VK renderer would be going faster. So we are within the same range as my original tests, and now we have full lighting, normal mapping, and other stuff being processed.

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  2. 42 minutes ago, Ma-Shell said:

    What happened to 

    where you claimed 200 fps for 10000 characters? Was that all shared skeletons?

    I believe the bottleneck in this situation is actually polygons rendered. I previously chose the goblin model because it was low poly, so I should do some more tests using that model instead of the 4000 poly crawler model.

  3. I see the "values" as being script-defined properties. I am offloading all the particle features and settings into Lua scripts so that there is no limit on the features particles can support..In LE4 we had fixed emission volumes, in the new engine you can add a script for a new emission shape of your own, or whatever you want.

    Does that make more sense now?

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