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tumira

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Everything posted by tumira

  1. 1)Open new project 2)Create new map 3)Create big box as ground 4)Create spotlight 5)Rotate the spotlight so that the direction is toward the box 6)Make sure the light hit the ground and below or into the box. 7)add SSR shader the the post processing effect. https://www.dropbox.com/s/e2su8j7wq4ba4k7/20170126081910_1.jpg?dl=0 https://www.dropbox.com/s/bn2gwn90g0ib9nf/20170126081920_1.jpg?dl=0 https://www.dropbox.com/s/00n38wz2n3x6i8l/20170126081940_1.jpg?dl=0 This only happen in viewport. You can also notices this bug in the AI and Event map. edited *It is actually HDR+ any post processing effect added will cause this bug. This is the same bug as here http://www.leadwerks.com/werkspace/topic/15473-hdr-bug-in-leadwerks-42/
  2. 1)Create new project with latest beta 4.3. 2)Open the AI and event map. 3)Play the game and let the crawler attack you. You will noticed that the crawler will rotated or flipped at wrong direction while attacking you(not while walking) https://www.dropbox.com/s/6zbckjic4cj3lvj/20170126072306_1.jpg?dl=0
  3. tumira

    Beta 4.3 available

    With this build. The crawler will suddenly rotated in wrong direction while attacking. This is with new project. Old project will also be effected when upgraded. https://www.dropbox.com/s/6zbckjic4cj3lvj/20170126072306_1.jpg?dl=0
  4. 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.
  5. tumira

    Common Bottlenecks

    Its the same default monsterai script. I didnt change anything.
  6. tumira

    Common Bottlenecks

    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.
  7. tumira

    Common Bottlenecks

    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.
  8. tumira

    Common Bottlenecks

    I'm really surprised with your response.
  9. tumira

    Common Bottlenecks

    @Josh, im not saying that the performance is bad. I just want to know what causes the performance drops between the zombie1 and crawler. I want to avoid the causes when designing and developing my leadwerks game.
  10. tumira

    Common Bottlenecks

    It could still be the models, or maybe just my pc. But josh did mentions that the zombies got more bones than the crawler. Need more testing.
  11. tumira

    Common Bottlenecks

    @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.
  12. tumira

    Common Bottlenecks

    I know 45fps is okey with 25 zombies. It is just weird to me that the crawler get better performance than zombies on the same pc, same settings and everything. I can put almost 30ish crawler before the performance dropped below 50fps.
  13. tumira

    Common Bottlenecks

    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
  14. tumira

    Common Bottlenecks

    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
  15. tumira

    Common Bottlenecks

    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
  16. tumira

    OGG Loader Update

    @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.
  17. @Lupin. Thank you for your suggestions and tips. I did try to change the Thread-optimisation in Nvidia control panel from auto to off and even on, it still the same jerkiness and stuttering and hitching. The frame limiting in 4.3 beta solves the problem for me.
  18. 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.
  19. Why do I get "Who is calling this ?"
  20. 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.
  21. 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 ?
  22. I will try to record this with my phone to show it to you.
  23. 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.
  24. 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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