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tumira

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Blog Comments posted by tumira

  1. I deleted a bunch of old branches. Restart Steam, and if that doesn't work uninstall and reinstall Leadwerks (your config file and projects will be left alone):

    http://www.leadwerks.com/werkspace/topic/15665-error-version-43-on-the-beta-branch/#entry104512

     

     

    Another solution

     

    1)Downgrade to 4.2

    2)Update all project to 4.2

    3)Upgrade leadwerks to current new beta

    4)Update the project to latest 4.3RC

  2. That is a great info. Some suggestions on the forum

     

    1)Create a new section for community tutorial. I noticed that the tutorial by the community are written in their own blogs together with other stuff. These tutorials in long run will be buried deeply and the other users might have tough time searching this.

     

    Take example Construct 2 community. Tons of tutorial created by the community and easily available to users to search which tutorials are favorites. The community can vote that the tutorial is helpful or not. The official tutorial by Construct 2 maybe 2 years ago?, most of the new tutorials are handle by the community. Take a look at here

     

    https://www.scirra.com/tutorials/top

     

    2)Use badge or and point system. If the user read all the manual or official tutorial, they will be rewarded with a badge and points. Useful tutorials that are voted by the community will also award points or badge to the writer. Somebody who likes to help the community can be rewarded by the community back like "helpful answer" button or something.

     

    I understand that you are waiting for the new GUI to be finished so that you can start to write new official tutorial. But why wait? when the community can help you right now ? There are some good tutorials available, but it is hidden and sometimes hard to find.

    • Upvote 2
  3. Disable the shadows on the crawler and see what the difference is when it moves. I have mentioned this year's ago. But shadows do not need updated every frame. Josh not to long ago you mentioned that physics did not need updated as much as it was because people could not notice the difference. Same as shadows. They only need to be updated 3 to 5 times per second. Not every frame.

     

    For the zombies, It increases the performance from 45 to 55 if I turn off the shadows. But it still odd that the crawlers even with dynamic shadows can have 30 entity chasing you and it still above 60fps while the zombies is only 45fps. Both are sharing the same script.

  4.  

    I can already tell you what we will find; that there is a perfectly good reason for the difference in performance between the two, perhaps the number of bones, or perhaps you used the Lua animation manager script which is slower than the new built-in PlayAnimation command, which would magnify any difference. In any case, we will find a small bit of information that is only related to this one specific case, and then we will say "Oh, so that makes sense".

     

    Or i just do what you said i should do. But in 6-8 months later when i encounter a problem, you might be on holidays or you just said that is how it is in leadwerks.

     

  5.  

    I don't want to spend time evaluating theoretical setups because that will never end. These are both within the realm of acceptable performance. If you have a project you want me to look at, feel free to send it my way. The further you are along in the publishing process, the higher a priority I give it.

     

     

    I'm really surprised with your response.

  6. @Rick the performance will drop when all the 25 zombies is chasing you. At start it is around 120 or something. You need to run around to make all zombies see and start chasing you. Can you test the links that i posted above and tell me the speed you get between the two?

     

    Both are using the same default monsterai script.

  7. Hi Josh. What are your specs? You get that using the exe i gave above or from your own?

     

    For my case, with all 25 zombies chasing me, the performance dropped from 130 to 45.

     

    Kinda strange. Are you using ssd or normal hardisk?

     

    Both of exe is actually the same project. I just changed the start map

  8. I understand. But the result is too consistent to ignore. The map with 25 zombie1 will dropped to 45ish speed even with vsync off (frame limit is also off)

     

    With crawler I get about 75 fps with the same settings. Below are the two published games. Nothing is different except I just change the start map and one of them with crawler and another with zombie1.

     

    These are forced 1920x1080, fullscreen. Make sure your monitor supports it.

     

    1)Crawler version

    https://www.dropbox.com/s/pk3och7lcygydyr/Crawlerversion.zip?dl=0

     

    2)Zombie1 version

    https://www.dropbox.com/s/5l4tueys4pfbc9w/Zombie1Version.zip?dl=0

  9. Found some odd performance difference

    1)Build big box (for terrain)

    2)Put player prefab with autopistol

    3)Put crawler prefab and make it 5x5 (25 crawlers)

    4)Play the game and make all of them chase you, and enjoy 60fps

    5)Duplicate the map (Save as)

    6)Remove the crawlers

    7)Replace them with zombie1.pfb (5x5) (From Zombie DLC)

    8)Play the game and make all of them chase you, the performance drops to 45-48ish ?

     

    I thought the zombie is less complex than the crawler ?

    This happen with frame limiting on or even off. Everything is the same.

     

    I72600k

    Windows 10

    GTX970

    8GB ram

    1920x1080, fullscreen, light quality=3, msaa2, af=16

  10. @Josh. Please increase viewport range for 4096x4096 terrain. Atleast provide the control or slider for us to increase it. The clipping make it look nasty. Using shadmar viewport hack have some weird artifact.

     

    Also please fix the nature dlc. All the rocks material still missing shadow shader and some of the tree, (I think pine4 ?) missing some shader also.

  11. Definitely awesome update. Almost all jerkiness and hitching is gone without the need to use the max-prerendered frames=1 in nvidia control panel or third party frame limiting tool. Really good update! . Thank you josh for this.

     

    Been holding out from using leadwerks for almost a year because of this. Performance is also really2 good now with this new update.

    • Upvote 1
  12. It is average about 61,60,59. I'm using dual monitor setup. 1st monitor support refreshrate 60,59,50. My second monitor support 60Hz only. I'm testing leadwerks on 1st monitor.

     

    I just tried it again with frame limit 60, vsync on, 1920x1080, fullscreen, msaax2.

    The demo and gameplay is really smooth.. Sadly there is no way for me to show it to you.

     

    Im using steam fps counter instead of leadwerks built in. The leadwerks built in counter changes too fast to read the value.

  13. Seems like a failed attempt also. Anyway these are the videos

     

    The one without max prerendered enabled

    1)https://www.dropbox.com/s/838g0e48jetfocp/2017-01-10%2002.10.13.mp4?dl=0

     

    The one with max prerendered =1

    2)https://www.dropbox.com/s/p9lm6p7i6i4a88v/2017-01-10%2002.16.16.mp4?dl=0

     

     

    I hope you can see that video one jerkiness. The stair yellow pole ? shake alot while I am rotating while looking at it. My monitor is also really dusty. Haha.

     

    For video 2, it is still jerky but not as much. You wont see that much jerkiness in real monitor.

     

    Anyway quick questions,

     

    How come if my monitor refresh rate is 60, vsync is enabled, the frame rate is 60 but I still need to frame limit or frame cap my frame rate to 60 using msi afterburner to get a stable frame rate of 60 ? Shouldnt leadwerks limit itself to the refresh rate automatically when vsync is enabled ?

  14. Vsync off does not fixed the problem. I got about 130fps while doing the rotating around the stair pole near the lift. It does shows multiple tearing. Which is expected ?

     

    If I disabled Vsync and enable the prerendered to 1 it does make the scene look more calm and stable (it still is around 130fps at the same place), less jerkiness and hitching but the screen tearing is killing me. :)

  15. I still hope or wish you would implement something like frame smoothing or targeting or something.

     

    I have this game engine, it uses Opengl3.3 with pbr and frame smoothing and etc (It is really a buggy game engine). But even though the frame rate dropped to 45 ish, it is still really smooth and seems like fast. I think the guy implemented something called frame smoothing or targeting or something. I hope you will implement something like this in leadwerks.

     

    I wont name the game engine because it is the forum rules. Correct ?

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