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DarkBASIC Professional Discussion / Optimisation. It needs to be thought of...

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flibX0r
23
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 26th Apr 2003 07:23
Hi

Most of you people would know about the project i am working on. If not, go to the 3d section and look at "Come and see our circus..." (It should be near the top of the list)

So far we have been going well, but we are having two little problems.

1: Does anyone know the "ideal" size for textures? I know they should be binary numbers (2^x) for optimisation resons, but is there a size that works better? And please don't sa its gotta be small!

2: I really need to do some optimisaton. Lee, i love your engine, but it doen't not draw objects that are going to be hidden. Confused? I just wanna know if anyone has any ideas about this, co we are getting some shocking framerates (even on the comp i'm using - see specs below) like 1 fps!!!!!

Thnx in advance.
"But we couldn't do that Mr Flibble," questioned Rimmer. "Who'd clean up the mess?"
--Twin P4 Xeon 2.0 Ghz, GeForce Quadro4 XGL 128MB, 1Gb DDR RAM, 19" Flat Screen--
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 26th Apr 2003 07:31
best size would be 256x256 for speed
best size for quality would be 512x512, really generally i'd stick to 512x512

as for the speed, it depends on the number of objects onscreen at once ... what is going on with them ... how many poylgons ... what effects are being used on them... etc...

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
flibX0r
23
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 26th Apr 2003 07:52
yeah, i checked out our textures, and most of them are 512x512 and some of them smaller.

One the main problems is the elephant and our other characters. Because we are using Animation Master by Hash Inc, cos its the only program we have founf so far that exports as x and includes skinning and stuff (Don't even say MilkShape, i am so , um, *irratated* with that program ) and it spis out these huge textures but we are working on that.

I am more concerned with the optimisations though, cos they're whats really giving us the gips... (Goes off to have lunch mumbling to himself)

"But we couldn't do that Mr Flibble," questioned Rimmer. "Who'd clean up the mess?"
--Twin P4 Xeon 2.0 Ghz, GeForce Quadro4 XGL 128MB, 1Gb DDR RAM, 19" Flat Screen--
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 26th Apr 2003 09:10
i'd suggest Softimage XSI 3.0 EXP actually with thier brand new DirectX Exporter for Softimage XSI 2.x/3.x



Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
flibX0r
23
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 26th Apr 2003 11:08
yeah, sounds good, but we have allready modelled most of our characters and we've just learnt how to use Animation Master. And anyway, our 3d person is a GURU at it.

"But we couldn't do that Mr Flibble," questioned Rimmer. "Who'd clean up the mess?"
--Twin P4 Xeon 2.0 Ghz, GeForce Quadro4 XGL 128MB, 1Gb DDR RAM, 19" Flat Screen--

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