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FPSC Classic Product Chat / Polycount not a problem anymore?

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Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 18th Sep 2012 18:23 Edited at: 18th Sep 2012 18:30
Today I built the last level for "Into the Dark" and ran the usual tests. I discovered that even 300k Polys in a room or 1.5 Millions in a huge scene wouldn´t bring the engine down.

What happened here ?!

I still remember the good old times of 70k on screen being the limit for fluent gameplay...

Come to where the madness is:http://www.homegrowngames.at
That Guy John
16
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Joined: 30th Apr 2010
Location: United States
Posted: 18th Sep 2012 19:25
I can say that I too have seen an increase in the amount of polys I can get into a scene, although not as dramatic of an increase as you are seeing. I am using 1.19 and still only running an HD 4550 graphics card. I am trying to target lower end machines anyhow. With my little setup I have more trouble creating content than I do loading them in FPSC.

The only times where I have noticed major hits in the FPS is when I get near large high-poly entities. By large entity I mean things like large dramatic entrances and large entities that are actually part of the scenery, not being just little props. Entities that are larger than the bindings of the usual segments. (You get the point)

I still work towards trying to get the poly-count as low as I can sacrificing as little visual as I can. For me it is still a dance between performance and visual quality

I'd love to see this this "1.5 Million" poly scene.

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Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 19th Sep 2012 10:11
the screenshot I posted in the Into the Dark "WIP" thread has 350k

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maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 19th Sep 2012 10:33
polycount never was the main problem of fpsc but physics/collision.
maybe scene commander has changed portal-managment, or you just build that level in another way than other levels before. what has a big influence on performance is the number of map-heightlevels used in fpsc. the more you build vertical, the faster fps-drops appear.

Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 19th Sep 2012 11:02
Anderson was first developed in plain 1.0 FPSC. 35 - 50k was absolute max, no matter how many heightlevels. With 1.04 (which was the released code) 70 - 80k were possible.

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maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 19th Sep 2012 12:52 Edited at: 19th Sep 2012 12:53
i started with v117 so v1.04 was LONG before my time.
100.000-200.000 poly caused no problems with v118 on my machine as long as you stay below 10 physical active objects in fov.

Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 19th Sep 2012 13:02
polycount's still an issue. I remember earlier FPSC's couldn't suppory much past 50k and run anything like half decent, but remember that It's good to test on low end machines, even now. I set my mimimum specs, and test builds of important games on a computer at or below them to see the frame rate. much past 140k on a real crapbox will still cause lag.

Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 19th Sep 2012 13:53
In "Into the Dark", the RAM and most of all the running scripts are tearing FPS.

We have between 12 and 30 scripts permanently running.

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Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 19th Sep 2012 21:29
scripts really slow FPSC down, so do animations I believe. the best way to figure out whats causing the lag is try a build with no dynamics. on low end machines, even those builds don't like to have too many polygons.

michael x
17
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 19th Sep 2012 22:39
I agree with maho76 I to use 118 and that not a problem. fpsc just has a unexplainable performance bug.but 3.0ghz allow fpsc to run at it peek of performance.graphic card dont make a different you can run a any 8 series card and get the same results. graphics only come in play when its a onboard cards. but card are helps most like with shaders and gpu. but the code source has change in fpsc which allows some things to be process a lot easier. thanks to the makers of 117 ,118,119 and 120. allow you low end user to get the performance you need.

@Ertlov I cant what to play your 300k level. as game creator we should share our level maps with demos. this can help the developer to decide on how the finish game will run other pc. something I plan to do to see how my game would run.

@everyone else if we post our pc specs then we may understand this a lot better.

more than what meets the eye

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Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 20th Sep 2012 01:08
Right now its notebook:

Core i5 2430M @ 2.4GHZ
4 GB RAM
HD 6850M

It`s not the best, but slightly faster than my usual dev PC.

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