Aily Posted March 11, 2012 Share Posted March 11, 2012 Seems like 2 parameters in info affects render speed, it's Entity cull time and Entity draw time Scene have no any lights (for clean testing) I can decrase Entity draw time by attaching separate material chanels (surfaces) to one texture on whole mesh, and then Entity draw time will be very little. But Entity cull time will be at the same value. I don't think that Entity cull time is frustum culling time, because when i'm turn away from scene - this value droped to zero (in this way frustum culling always pass throw all entities in scene) What is Entity cull time? May be will be better tu turn (somehow) off entity culling? Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Josh Posted March 11, 2012 Share Posted March 11, 2012 Culling = determining what objects need to be rendered. Drawing = rendering them. Your numbers there look like you are trying to break the engine. 1.8 million polys before shadows? 10,000 entities? Really? We had 10,000 entities in the Zone concept scene, but they were distance culled. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
LordHippo Posted March 11, 2012 Share Posted March 11, 2012 17ms for frustum culling 10,000 objects is too high. Does this include occlusion culling?! Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Aily Posted March 11, 2012 Author Share Posted March 11, 2012 Culling = determining what objects need to be rendered. I hope it runs like this: in render loop for each entity make frustum, distance and occlusion culling if all Ok - render If i turn back from scene, and don't see it - my FPS became up to 300(!), so i think frustum culling still working for each entity and after it - do not renders entities because it out of camera frustum. So it's very fast, and it's great. But when i turn to scene (with many-many entities) - frustum culling still there, but added distance+occlusion culling. (i have tested single mesh renders extreme fast) So i think distance and occlusion culling - is EVIL. Can i ask about feature for LE2.x - disable any culling per entity? Think it's very simple to implement Your numbers there look like you are trying to break the engine. 1.8 million polys before shadows? 10,000 entities? Really? We had 10,000 entities in the Zone concept scene, but they were distance culled. I can't open cards right now, but it something realy amazing Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Aily Posted March 11, 2012 Author Share Posted March 11, 2012 And why this? 2 entities! With 2 oildrums - 4 entities0. Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Daimour Posted March 11, 2012 Share Posted March 11, 2012 Culling = determining what objects need to be rendered. Drawing = rendering them. Can drawing be faster then culling? If we have a lot of simple entities in complex scene. Can we get acceleration with disabled culling? Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted March 11, 2012 Share Posted March 11, 2012 ..Aily, which version you running ?? Quote Link to comment Share on other sites More sharing options...
Aily Posted March 11, 2012 Author Share Posted March 11, 2012 ..Aily, which version you running ?? 2.5 Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Josh Posted March 11, 2012 Share Posted March 11, 2012 And why this? 2 entities! With 2 oildrums - 4 entities0. The model, and the active LOD mesh. Rendered entity = stepped through hierarchy and called its draw function, whether or not anything is actually rendered. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Aily Posted March 11, 2012 Author Share Posted March 11, 2012 Thanks Josh, 2 entities are not warry me now Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.