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DarkBASIC Professional Discussion / Loaded but not displayed objects lower framerates?

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DcZee
23
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Joined: 28th Apr 2003
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Posted: 2nd Dec 2003 07:19
Thought id word this one differently. Why do loaded objects, that have not been displayed (SHOW OBJECT) drop the frame rate?

Also, once loaded and Hidden (HIDE OBJECT) if I face the cluster of objects the frame rate drops even more, even though they are not being displayed. Facing away from the hidden objects, the framerate goes back up to where it had dropped when the objects were loaded in.
I suspect that all Hide Object does is not draw the object to the screen,..but all other functions are hot and on the go.

The message below on framerates is a bit more detailed but the meat of the exercise is in this post.
OSX Using Happy Dude
22
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Joined: 21st Aug 2003
Location: At home
Posted: 2nd Dec 2003 10:09
Yes, Hide Objects, whilst not being displayed are still probably processed...


Mirrors are more fun than television. Well, that was fun, in a not-so-fun sort of way...
Andy Igoe
23
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Location: United Kingdom
Posted: 2nd Dec 2003 14:25
I would like to see a return of the DBC 'make object static' and 'make object dynamic'(?) commands.

Whilst BSP replaces their intended use, there was quite a lot of trickery that could be done with the commands.


God created the world in 7 days, but we're still waiting for the patch.
IanM
Retired Moderator
23
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Location: In my moon base
Posted: 2nd Dec 2003 14:37
I think that you'll find that the portals that will a part of U6 will perform that job for you.

It is strange that hidden objects cause a hit though ... you aren't loading so many that they have to be paged into video memory are you?
Phaelax
DBPro Master
23
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Joined: 16th Apr 2003
Location: Metropia
Posted: 2nd Dec 2003 15:53
We're going to have Portals? Cool!
IanM
Retired Moderator
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Location: In my moon base
Posted: 2nd Dec 2003 16:16
Where have you been for the past couple of months?
DcZee
23
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Posted: 2nd Dec 2003 17:55
What would be the max number of objects that can be loaded without paging video memory? Lets say a single mesh object texturemaped as a 3d sprite.
Kevin Picone
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Location: Australia
Posted: 2nd Dec 2003 18:13
There's not really an answer to that, as it will differ for every card out there.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
DcZee
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Posted: 2nd Dec 2003 18:35
Agreed but there must be a rule of thumb,...
for instance,...Dark age of camelot supports about 400 on screen objects without lag,..most of these objects are grass and trees,..
,...then there is the overhead of ai, complex objects (npcs and buildings), a completel system of inventory, effects etc,...theya re doing that all with cards that range form 32 meg up,...ive playe d that game with a 32 meg and a 128 meg card,..and notice little difference in lag between the two. If the video memory is a limitation, then how do they get around it?

Perhaps their grass and trees are actually sprites instead of 3d objects?
Mussi
23
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Location: Netherlands
Posted: 3rd Dec 2003 22:34
umm... dunno the answer of your Q's but why don't you have a look in the INSTANCE OBJECT command

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