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Blog Comments posted by Josh
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Even with a relatively smaller model, the train station from the Zone, the mesh data went from 2.5 MB down to 230 KB. It's very good.
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Draco support has been added to the glTF save routine. Here how you use it with any model:
model->Save("mymodel.glb", SAVE_GLTF_DRACO_MESH_COMPRESSION);
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Okay, see my corrections above.
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If I use shorts for the position components, the quantitized mesh is 20 MB zipped, 40 uncompressed.
I have a technique in mind that I think would get the same mesh down to 6 MB without ZIP compression.
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For some reason they are comparing compressed binary data to OBJ, which is an ASCII file format:
https://github.com/google/draco/blob/master/testdata/cube_quads.objThat seemed strange, which is why I wanted to do my own comparison.
The glTF component of each file is tiny, like less than 1%. Each file is mostly made of mesh data.
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There's quite a lot of options. Blender or 3ds max won't load DDS or KTX textures, so you want to consider whether your models should be editable after they are saved. However, you can always load a GLB with KTX or DDS textures in Ultra Engine and resave it in the exploded GLTF format, with textures saved as PNG files for editing in a modeling program.
.glb with KTX2 textures is going to provide the fastest loading time and the smallest file size, by a lot.
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19 minutes ago, Vida Marcell said:
i think nobody asked this question before, so what libary/sdk does leadwerks made with?
C++ and OpenGL?
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3 minutes ago, Marcousik said:
Does that mean I can build a level out of for example 50 csgs and save the entire complex level in one glTF model ? If yes will this collapse the meshes?
Leadwerks does this automatically when a scene is loaded.
I probably would leave all objects as separate objects when exporting a glTF.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
There's a collapse feature in the model editor. If your models have a lot of limbs that will make a big difference.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
9 minutes ago, Marcousik said:Is there a little workaround for LE 4.6 ^^ ?
It's not a simple problem to solve. It required a totally new design of the engine.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The problem is called "GPU starvation". This is what Ultra Engine was designed to solve.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
3 minutes ago, Genebris said:I actually always had 100% GPU with Leadwerks.
I think you are mistaken. There was an update to WIndows 10 a while back that made the GPU utilization value stop working. I had to use GPU-Z to get accurate numbers for my paper. I also tried OCAT, but the tool itself caused a significant performance drop when it was enabled, so I could not get meaningful numbers out of it.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The reason his performance is not scaling well is because Leadwerks is mostly single-threaded. Each thing he adds slows down the performance a little bit and it forms a bottleneck on the CPU. If you run GPU-Z you can see your GPU utilization when this happens is probably pretty low.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I am keeping these tests simple because that makes it easier to recreate the scenario in each engine, and I don't want confounding variables. If two systems are each running fast separately there is no reason they would not continue to run fast when combined.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
6 hours ago, Polyák Kristóf said:Can you post some comparisons to Unreal?
Recently switched from unity because of the perofrmance, courious how it stacks up.
Yes, I plan to investigate this as well. Right now I am focusing on Unity because in the real world I meet about one Unreal developer for every 20 Unity developers.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
8 hours ago, awgsknite said:Nice !
Can't wait to use the Ultra Engine 'cos my Unity project FPS really is running slow for me atm.
What will the Ultra Engine scripting language be ? C++ ? C# ? LUA ? or its own ?
C++, C#, and Lua.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
3 hours ago, Genebris said:I also wonder about fragment shaders performance with high overdraw or just high number of PBR models.
The fragment shaders are quite big but I use an early Z pass so there's never any overdraw.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I had to make a script that creates a unique mesh for each object, so that there are 4096 draw calls happening.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
1 minute ago, Reader said:Can you share the Unity versions of the projects at least? I'm having trouble getting Unity down to 2FPS
I will release the Unity project at the same time. Which demo are you trying to recreate?
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Just now, Genebris said:That's crazy numbers Josh! Is this lighting test with realtime shadows also?
Shadows are enabled in all engines. I discovered during the creation of these that Unity actually does no shadow map caching at all. It redraws all shadows, every single frame. However, if I move all the lights each frame to trigger a shadow update, the Ultra Engine build is still much faster.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
18 minutes ago, reepblue said:I think those demos should be publicly released so people can see the results for themselves.
Also, really looking forward to that editor.
The benchmarks will be released closer to the engine completion date, and I will show them running live at the expo.
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4 hours ago, Yue said:
Will it support fbx formats and which versions?
The editor can be configured to automatically run an external converter when a new file is detected (like Leadwerks does with the FBX2GMF converter now). By default I plan to include Facebook's FBX to GLTF converter, so any time an FBX file is found or updated, it will be automatically converted into a GLTF file.
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48 minutes ago, Bunkertheme said:
Is it possible to request a working link to that download? Almost 11 yrs passed by, and all the links are gone thx!
It's available here:
https://store.steampowered.com/app/430061/Leadwerks_Game_Engine__The_Zone/
Editor Scripting API
in Development Blog
A blog by Josh in General
Posted
I have thought about this, and I favor making things detailed and explicit. There are reasons for having an entity that does not get recognized by the editor. The little widgets for moving and rotating selected objects are entities, but they don't appear in the scene tree. Neither do the viewport cameras, or the scene grid mesh.
The SceneObject object gets stored in the entity "extra" member, which is just a shared_ptr<Object>, so it can be retrieve if you have the entity.