flysouth Posted August 20, 2016 Share Posted August 20, 2016 HiApart from 3.9 colors being a bit strange compared to 3.8 the other thing I have noticed is that in an empty desert map with graphics card settings done using auto I get +- 200fps on 3.8 and only 150fps on 3.9.It is an oldish PC and it is running win7 32 bit - Intel Core2 Quad @ 2.66 GHz. and 4Gb ram. The graphics card is a AMD Radeon HD5800 with 2 Gb ram Quote Link to comment Share on other sites More sharing options...
Duion Posted August 20, 2016 Share Posted August 20, 2016 Make sure you use the exact same scene at the exact same position with the exact same graphics options, otherwise the data is not really useful.From the tests I made I could not notice significant differences.Here it is: http://forums.torque3d.org/viewtopic.php?f=9&t=758&p=6286#p6286 As you can see I made sure to use the exact same location to make the screenshot, to have an accurate comparison. Quote Link to comment Share on other sites More sharing options...
flysouth Posted August 20, 2016 Author Share Posted August 20, 2016 I just used a default spawn position in a default 'full' desert map Quote Link to comment Share on other sites More sharing options...
Duion Posted August 20, 2016 Share Posted August 20, 2016 3.9 has terrain backfaces, maybe this decreases performance since the terrain has to be rendered doublesided. This may be especially relevant in a map that has only a terrain. Quote Link to comment Share on other sites More sharing options...
flysouth Posted August 21, 2016 Author Share Posted August 21, 2016 3.9 has terrain backfaces Does it not just render what is visible?I have now compared same empty mission with player just looking at sun in sky..3.8 170 fps and 3.9 115 fpsIf I change 3.9 to DX11 then the same test drops to 100 fpsAiming at horizon in 'empty room' mission.1024 x 768.3.8 190 fps and 3.9 154 fps.1920 x 1080 3.8 210 fps and 3.9 154 fpsSo in 3.8 it got faster when I set it to the 1920 x 1080 (default resolution for my monitor) Quote Link to comment Share on other sites More sharing options...
Duion Posted August 21, 2016 Share Posted August 21, 2016 So it is not the terrain? Since the empty room has no terrain.Makes me wonder, since I could not notice any significant difference in performance. Quote Link to comment Share on other sites More sharing options...
flysouth Posted August 21, 2016 Author Share Posted August 21, 2016 Perhaps the build? Quote Link to comment Share on other sites More sharing options...
Duion Posted August 21, 2016 Share Posted August 21, 2016 I did not really test with the stock Torque3D, since I just ported the changes to my game and test with that. Version 3.9 is very bugged at the moment and unuseable, I would wait till everything is fixed so it is ready to use again and then test again, since some issues may eat performance here and there. Quote Link to comment Share on other sites More sharing options...
Johxz Posted August 21, 2016 Share Posted August 21, 2016 Version 3.9 is very bugged at the moment and unuseable, I would wait till everything is fixed so it is ready to use again and then test again, since some issues may eat performance here and there. For that reason you need to test the development branch before the new version is released, not after :| remember the big changes that are introducing... Quote Link to comment Share on other sites More sharing options...
flysouth Posted August 21, 2016 Author Share Posted August 21, 2016 (edited) I tried setBasicLighting() to see how much difference that made and my sea turned red. Everthing else looks OKHow do I reset it back to whatever it was?Okay found it setAdvancedLighting :)Now looks like this. Edited August 21, 2016 by flysouth Quote Link to comment Share on other sites More sharing options...
Duion Posted August 21, 2016 Share Posted August 21, 2016 I was building the next release for Uebergame, so I had to get that done before, I cannot cram in development code for testing inbetween, since it would mess everything up.So I only upgrade to supposedtly stable releases.But what I could do is, is testing precompiled builds that work standalone, if someone provides them. Quote Link to comment Share on other sites More sharing options...
Johxz Posted August 22, 2016 Share Posted August 22, 2016 But what I could do is, is testing precompiled builds that work standalone, if someone provides them. Yeah :D I already provide precompile builds of development branch...Last development commit binary, just double click a run- http://forums.torque3d.org/viewtopic.php?f=2&t=665&p=5508#p5508- https://github.com/John3/Torque3D_Unofficial/tagsTutorial: How to compile the new version of Torque3D v3.9- http://forums.torque3d.org/viewtopic.php?f=12&t=713T3D 3.9 engine/script reference:- http://forums.torque3d.org/viewtopic.php?f=25&t=751RegardsJ Quote Link to comment Share on other sites More sharing options...
JeffR Posted August 22, 2016 Share Posted August 22, 2016 Part of the performance difference - especially on older hardware - is that compared to the prepass lighting of prior versions, deferred shading has a much 'fatter' g-buffer, which holds the information about the scene for rendering/post effects.So while the workload is somewhat lessened from prepass lighting(less duplication of geometry rendering, for example) the amount of data passed in a big chunk is higher, depending on how heavy the g-buffer is. On modern hardware, this really isn't a problem, but on older or weaker hardware, such as integrated chips, the extra bandwidth load hits it harder than just crunching pure geometry would.That said, while tracking down the oddities that Duion and some of the others noted with deferred/linear changes that went into 3.9 we noted several spots where the texture format is higher than it needs to be for most cases. So we're looking at trimming down those spots, which will make the gbuffer a good deal leaner, and thus make a solid improvement to performance, especially on older or weaker hardware. Right now the high precision targets being used help things look good, but at the cost of performance, so striking a balance, or letting it be controlled by preferences for those that need/want speed over looks have that option. Quote Link to comment Share on other sites More sharing options...
flysouth Posted August 27, 2016 Author Share Posted August 27, 2016 Thaks @JeffR for that detailed explanation :) Quote Link to comment Share on other sites More sharing options...
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