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DarkBASIC Professional Discussion / how big of landscapes can darkbasic pro support?

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ZaroSath
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Posted: 10th Oct 2010 00:36
and please don't just say big or large, give me an actual number of the largest possible zone and the amount of objects it can support in that zone,

thanks.
dark coder
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Posted: 10th Oct 2010 05:18
It depends on how good your code is, it's perfectly possible to simulate the whole visible universe down to the subatomic level and to follow that to the heat death of the universe. The amount of objects per 'zone'? is also down to your code, unless you mean concurrently visible objects. That would be a balance between the amount of objects, their complexity, their materials, their size on screen and the speed of your PC.

Scorpyo
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Posted: 10th Oct 2010 11:34
As stated above.

why don't you test yourself?

here's a 256000 x 256000 advanced terrain example with 1200 3-plane trees

how fast (fps) does it run on your machine?
Quel
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Posted: 10th Oct 2010 12:26
Mine is 9-16... how is yours?
Scorpyo
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Posted: 10th Oct 2010 12:47
92-100

Sempron 3000+, 2G RAM, Win XP, nvidia GeForce 7600 GT-256 mb AGP 8x, screen 1024x768x32 - Vsync off

DBP project : Normal exe - Windowed - Full Screen
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 10th Oct 2010 13:14
Nice looking terrain there Scorpyo.

FPS 140-160 using FullDesktop, screen 1024x768x32 - Vsync off.

Intel Core 2 Duo, E8600 @3.33GHz, nVidia GTX 285.
luskos
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Posted: 10th Oct 2010 13:22
FPS 61-133, same as GG
Quote: "using FullDesktop, screen 1024x768x32 - Vsync off.
"

Core2Duo 3.00Ghz, 1GB RAM, ATI Radeon x1950GT 256MB DDR3

Coding is My Kung Fu!
And My Kung Fu is better than Yours!
IanM
Retired Moderator
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Posted: 10th Oct 2010 14:08
... and I think that answers the question. Basically, 'it depends'.

It depends on:
GPU speed
GPU memory speed
Processor type
Processor speed
Memory speed
Number of poly's being used, and how they are grouped (limbs, objects etc)
Number of poly's being displayed
Number and type of shaders and/or effects that are running
Number of object animations taking place
Number of image animations taking place
How good your algorithms are
How tight your code is
What 'tunables' you have set in the DBPro behind-the-scenes engine
Type and complexity of your game AI
What plug-ins you use and whether they use multithreading (bad on single-core, good on multi-core)

... and many many others. I could add to this list for hours.

Utility plug-ins (26-JUL-2010)
I'm applying terms of use that require you to wear a red nose and honk a horn whenever you use the Internet
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 10th Oct 2010 14:21
Perhaps the most important one is in the poster's original question (my emphasis) :

Quote: "how big of landscapes can darkbasic pro support?"


What are the specific limits imposed by DBPro? I thought there was a built-in limit of 65536 vertices (or polygons ??) per limb plus some other limits depending on the FVF structure and whether or not binormals/tangents are needed (because of a normal mapping shader perhaps). I don't recall the specific values though.

Is there a limit on number of limbs? Perhaps that's a hardware constraint rather than DBPro?
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 10th Oct 2010 14:39 Edited at: 10th Oct 2010 14:39
Can't the universe be only 4294967296 x 4294967296 x 4294967296 units? (2^32)

TheComet

Scorpyo
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Posted: 10th Oct 2010 15:14
On my machine:

a) The maximum i have attempted was an AT terrain with a 1024 x 1024 gray scale height map with scaling to 1000. Polys on screen were over 2 million. Terrain size in DBP 3d units was 1.024.000 (1024 x 1000).
Of course fps was down to a crawl (30 with terrain alone).

b) A 512x512 heightmap would yield approx half million polys on screen at 100 fps

c) A 256x256 heightmap would yield approx 130.000 polys at 200 fps which is what I use most to get fps headroom for objects.

But A.T. polys impact differently from object polys on fps (i.e. much less) probably due to the specific ( limb ) culling.

What has always made me scratch my head is why can't the engine render single objects polys at the same speed.

Imagine case b) (100 fps) with another half million polys headroom
available for objects in the scene for a final 50 solid fps.
wow!

But it doesn't happen.

excuse my wandering.

Cheers all.
Scorpyo
swissolo
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Posted: 10th Oct 2010 18:51
I get 420 to 500 fps with the example (with default IDE settings)

swis
Neco
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Posted: 10th Oct 2010 19:54 Edited at: 10th Oct 2010 19:55
I get anywhere from around 150 - 300 FPS in 1920x1080p (incidentally it looks best at this resolution). I think I even saw some 400 numbers, it was definitely more CPU bound at 1024x768 though, and I barely hit over 300fps (150 - 200's average) at that resolution.

Core 2Duo E6420 (Conroe, 2.1Ghz) @ 3.2Ghz, 8GB RAM, Windows 7 x64
Sapphire Vapor-X HD5850 @ 875Mhz/1250Mhz

Oddly enough when I turn on the FPS cap.. it gets really choppy, whereas I would have expected it to be pretty smooth..

Madscientist
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Posted: 10th Oct 2010 22:43
100fps for my computer. Better than I expected.

My computer surpasses all the technologies of the day. What computer do I have?

sneaky smith12
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Posted: 11th Oct 2010 08:46
350 FPS at 1920x1080
375 FPS at 1024,768

Meh, I'll go with the 1080

If at first you dont succeed, LOWER YOUR STANDARDS.
Neuro Fuzzy
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Posted: 11th Oct 2010 09:13
If you have the right mechanics, you can make a landscape that goes forever.

Indicium
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Posted: 11th Oct 2010 19:21
For my sheer enjoyment, I adapted scropyo's example to use BlitzTerrain



How you don't mind, but Advanced Terrain sucks, but it's an amazing example, thanks, I learned a bit from it.

Neco
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Posted: 11th Oct 2010 19:36 Edited at: 11th Oct 2010 19:46
edit: my bad... needed to get the DLL

Quite a bit faster in some parts. noticed that the movement speed increases hugely as you near the edge of the map, then my FPS jumps up to 500, 600, 700, I saw 1100 when I went off the map, lol...

about the same performance as you traverse it though.

Indicium
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Posted: 11th Oct 2010 21:55
Quote: "about the same performance as you traverse it though."


Really? I saw a significant difference on mine. But I suppose my laptop is very low end, and when you have fps rates of 500+, i can't imagine it matters. :p

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