Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Animated models decrease performance...

Author
Message
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 28th Jun 2005 12:44
I've made a model with 2000+ polygons and have it rigged with multiple vertex influences (with character studio's biped as bones) and exported it with pandasoft. But when I made the model loop/play, the fps decreases from 70-100 to 10-20.(But when the model stopped, the fps increases again) Any ideas/advice what's the wrong here?

Zone of the Enders: the second runner + Armored Core Nexus + Front Mission 4 = My current project (heheh)
shiny
20
Years of Service
User Offline
Joined: 17th Jan 2004
Location: Santa Monica
Posted: 28th Jun 2005 16:13
Nothing wrong! It just takes allot of time to calculate the position of each vertex so you are bound to see a performance hit. Mind you, that seems like allot of loss!!! To help speed things allong, try making allot of the vertexes influenced by only one bone in max, and make sure that you don't have vertexes influenced by more bones than they need to be. If its a character you are talking about, the joints should be influenced by two bones each, and the rest of the body should be rigidly attached to the corresponding bone.

Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 28th Jun 2005 17:45
Thanks for the advice!
But just wondering... Any other ways on how to make this thing faster without changing the rig? (i had hard time doing that...) But i'll be working on it anyway.

Zone of the Enders: the second runner + Armored Core Nexus + Front Mission 4 = My current project (heheh)
Sephnroth
22
Years of Service
User Offline
Joined: 10th Oct 2002
Location: United Kingdom
Posted: 28th Jun 2005 21:01
i think something is odd, i have the same problem in one of my games and i havnt sussed it yet. I have just one boned model which is basically a gyroscopic sphere spinning on two axis with two bones - the model itself is only 800 polys. loading it is fine, without it animating i get about 90 fps in my already quite full game, setting it to loop kills the fps to about 30 though.

I refuse to accept it as in my shisaku project i have tons of animated models like a fully boned human model for the player, boned spiders with multiple joints down the legs etc - several of them all loaded and animating with some pretty complex animations and no hit to fps. There must be SOMETHING odd with my gyro but i really cant tell what it is, let me know if you figure whats doing it with your model and likewise i'll tell you if i find out with mine :x

[07:16:59-pm] « Sephnroth » you were dreaming about lee...
[07:17:13-pm] « Mouse » stfu
[07:17:22-pm] « Mouse » he was hanging himself lol
actarus
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 28th Jun 2005 21:49
Mach:Everything count towards performances.

-If you can,cut down some polygons that the texture can simulate.

-Reduce your textures to half until you start seeing a visual difference,then go back to the last state where you didn't.

-Is it possible that you've put too much frames for an animation that could require less?

-Whenever you can,and whenever it won't look bad,try using the legacy DX7 jointed models

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
Mike Inel
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 30th Jun 2005 13:13
I tried making everything rigid (0 or 1 in weights) but still the fps is very low. Anymore ideas?

If I made this model have a lesser polycount, then how come most of the console/pc games with their characters having more than 2000 polys run at a good fps? I think darkbasic is the prob about this...

Here's the model that makes my game hell slow...

Zone of the Enders: the second runner + Armored Core Nexus + Front Mission 4 = My current project (heheh)

Attachments

Login to view attachments
actarus
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 30th Jun 2005 22:03
Yes,it's partly DB's fault but it's not true that console games all have high polygons models.

I've seen too often people talking about the FF or fighting games polycounts but how many players are on-screen at the same time?

Check out massive games like GTA San andreas,they're usually topping the polygons as low as they can to save on overall performances and keep some of it for the levels...and it still looks and plays great!

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
Jonny Ree
19
Years of Service
User Offline
Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 1st Jul 2005 01:19 Edited at: 1st Jul 2005 01:28
What format are you running in DBpro DirectX or 3DS?

*EDIT* never mind, see you've exported using panda.

But it would be helpfull to see the rig in any case.. I've done some animation earlier.. and there was a smal drop in preformance.. but not near the amoung you've spoke of

Login to post a reply

Server time is: 2024-11-27 18:37:55
Your offset time is: 2024-11-27 18:37:55