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Rekindled Phoenix

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Posts posted by Rekindled Phoenix

  1. I'm getting flickering texture artifacts when I use Macklebee's example, assuming the textures are rendered in the exact same coords.

     

    How can I keep the material from glitching like that?

  2. Josh said that it was not a bug... it's due to the alpha calculation, but i dont think it would be so an FPS killer calculation... Maybe one day we will be able to use decals :)

    Could there be a better way to implement the alpha calculation like layered rendering, instancing, etc? I believe this still should be fixed.

     

     

    Interestingly, whilst playing Skyrim the other day I experimented with decals by scorching the path in front of me. I was able to literally put down over 500 decals before I got bored of doing so with seemingly no noticeable reduction in frame speed. Why is it so low cost in their engine and so high cost in ours?

    Exactly. Several other game engines both commercial and indie, somehow have solved this conundrum. I can unload hundreds of decals onto a wall within Valve's Source engine, Cryengine, and many others. So how did they solve this problem?

     

    Speaking of Skyrim, take a look at just the town of Whiterun. Within 2 minutes I lost count (100+) at the amount of decals placed on several dozen meshes.

     

    Decals provide a huge boost in the content pipeline, and it would be great to have them updated. Is there a way to instance decals, or use a method similar method close to how other engines (like Overgowth) manage to accomplish this?

  3. Both Skyrim and Crysis also uses hundreds of decals to floors walls, and even other objects. I noticed a heavy use of decals to add variance to models.

     

    Note, that there are two techniques that I would want for Leadwerks:

    1. The ability to apply decal textures to any model / surface in-game, without the FPS overhead.

    2. A snow / rain shader OR "projector" light which can apply a surface normal

     

    You guys asked for screenshots, so here they are!

    post-214-0-60797400-1324352602_thumb.jpg

    post-214-0-00447300-1324352617_thumb.jpg

    post-214-0-14239900-1324352628_thumb.jpg

  4. Aggror posted a projector light which was invaluable, but what I'm talking about is normal-based texture lights.

     

    Crysis used them heavily for rain and snow effects using the normals to apply a speckled texture. While playing Skyrim I've noticed they took it one step further than snow, using the alpha of a texture to add vines to rock walls, etc.

     

    I would absolutely love if this was integrated into LE3 and as a patch to a version of LE2

     

    Please!

  5. I came across this site: http://userpages.uni-koblenz.de/~fronc/ by browsing for inspiration with my own pseudo fluid simulations using Lua. This surpasses something that I would be able to do with graphics, though is this possible with the upcoming Leaderks engine? Josh, would you want to dedicate your time to implementing this into the next version of the engine after you have a solid foundation?

     

    Whether we approach this with regular particle physics or not, it has been something that I have been wishing for a long time.

     

     

    (German) Image heavy documentation on his technique

    http://kola.opus.hbz-nrw.de/volltexte/2009/429/pdf/SASmokeSlides.pdf

  6. You could always put two enormous bodies on either side of the plane you are interested in allowing, and constrain objects that way.

     

    Doing this with more than a couple dozen object causes a huge FPS drop.

     

    Updating the positions is the way to go. In order to get a speed increase, I first checked if the object moved beyond a minimum threshold, usually "0.1". That way updates to the object happen evey once in a while and not every frame.

  7. I've been wondering whether it was Lua causing this issue.. guess I was wrong. Seems that decals cause quite an FPS delay.

     

    (No decals)

    190FPS - Looking at floor (why lower...?)

    209FPS - Looking at cube

    236FPS - Looking upwards

     

    (3 Surfaces, 15 decals each)

    135FPS - One surface visible

    156FPS - Looking from opposite side (no decals visible)

    65FPS - Close to one surface

     

    (25+ decals on floor entity)

    25FPS - Waaay slow

  8. Interesting.

     

    When I submit you the content and the Lua scripts, I would like to request the files for me to test on my fiancee's HTC GalaxyS. Would this be possible?

     

    New goal: 5K polys... shouldn't be too much of a problem.

  9. I am creating the test setup in LUA, and was wondering... how many polys can the standard Android device support with 30FPS minimum?

     

    (Since my computer runs at 500+ FPS it's not accurate to compare against a mobile device)

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