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FPSC Classic Product Chat / Get 85% less poly's on Floor Segments! (I got a 50% FPS boost!!!)

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washburnrover
14
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Joined: 4th Oct 2011
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Posted: 18th Jun 2012 06:53 Edited at: 18th Jun 2012 06:55
Earlier today (6/17/2012) I had the idea of using the mesh for overlays, instead of the floor mesh, on some of the ground segments. I thought that would help since when I checked the meshes via fragmotion, the standard floor mesh (used by all flat ground segments) has 12 poly's, and the overlay mesh has only 2 poly's.

So to test my theory that the lower poly's would boost performance, i made a used the draw-rectangle segment place to fill the whole map with just the floor segment

After switching the mesh via the script file in the segment bank for the floor-segment, my FPS went from 30 now up to 45!

{Edit: only downside is it doesn't show up on the bottom, but in most cases, that doesn't matter for the floor segments, besides multi-floor buildings}

The Pic is attached, with the before on top, and the after on bottom.

I plan to be doing performance boost work in all areas of FPSC outside source-editing (which may come eventually). Another thing I've already done is figure out how to reduce the texture file sizes (.dds), without reducing quality at all (actually, it's a little higher)

(BTW, i have SSAA, aka Antialias Postprocess effect on in both of them, that shouldn't make a difference though)

My Craptop's Specs: Windows 7 Ultimate; AMD sempron 2.1 GHz single-core CPU; ATI radeon 3100 non-HD 256mb dedicated, up to 1.5 GB total; 3 GB DDR2 333 MHz RAM
Screen Resolution: 1280 x 800
maho76
15
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Location: universe-hub, playing the flute
Posted: 18th Jun 2012 10:13
have you checked for collision problems for npc-characters and the segment-binding for the edges between floor and wall if it appears?

for example the "fall-through-floor"-error when jumping from higher levels onto ground doesnt appear with a thicker floor-mesh. when you use only a mesh with 2 sides (flat "2d" object) that may happen more often.

by the way wall-segments eating even more performance than floors because they use tripple the meshes.

just for info, and thanks for the hint.

rolfy
20
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Posted: 18th Jun 2012 17:26 Edited at: 18th Jun 2012 18:03
Quote: "have you checked for collision problems for npc-characters"

I have a sure fire cure for this through scripting which would work particularly well with a simple plane like this, I will be updating it in my tips thread over the next couple of days. This idea though not new has a lot of advantages not least in that you can get rid of the horrible tiling texture effect on outside areas. You would also be better to make this a box rather than a plane its only a few more faces, it wont cost you much more in poly count, still for collisions sake you would want increase the face count on the surface at least.
I wouldnt want to fill the whole map with it all the same.

Awesome! Its one of those threads.
bruce3371
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Location: Englishland
Posted: 18th Jun 2012 18:14
The other problem I've found when doing things like this, is that sometimes the texture can look odd, as it hasn't been UV mapped to the alternative mesh that's being used.

washburnrover
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Posted: 20th Jun 2012 21:05
thanks for your questions

@Maho76:
Checked it, and I haven't gotten any errors like that, in fact it's had BETTER collision consistency! (I'm using 120.2 if that makes a difference). And yeah, walls are my next task to tackle

@rolfy:
Looked at your post and saved it to my bookmarks (before I started this thread actually!) and I'll implement your suggestion to have 6 poly prisms in addition to the 2 poly plane I've got now (you can use them depending on whether or not you want to see the bottom of the square) But the collision works perfectly on the planes I've got now

@bruce3371:
I understand your concern, but the other ground squares were just rectangular prisms, but for some reason, they used 12 polygons instead of 6, and i'm also confused as to why the planes are 2 polygons instead of 1. I'll probably redo those meshes entirely to have 6 and 1 poly's respectively. But they are still flat where the texture is, so UV mapping is fine

@All
pretty soon I'll add the segment scripts, and maybe just a small segment pack soon (are we allowed to include stock entities as long as we're not selling it? (considering they were in FPSC free anyways)

~Thank You All!~

My Craptop's Specs: Windows 7 Ultimate; AMD sempron 2.1 GHz single-core CPU; ATI radeon 3100 non-HD 256mb dedicated, up to 1.5 GB total; 3 GB DDR2 333 MHz RAM
Screen Resolution: 1280 x 800

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