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Everything posted by Duion
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Then check what physics you are using.
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Then it is with bullet only.
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I had the same issue with using bullet, but it only happens with custom phsyics, the default phsyics worked fine the last time I tested.
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In a real tutorial video you have to talk and explain stuff.
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For me it took a long time until I learned how stuff actually works, I tought myself on almost everything. Over time when trying stuff out you learn more and more methods you can use and so it builds up over time.
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The terrain is already the most expensive thing in the scene you can have it has hundreds of thousands of polygons depending on size, but it is always a lot. And then there is the up front costs of course, that are always there and things like postFX systems which are also always there. If you remove the terrain or LOD it stronger it will be much better, I modified my LOD system to be very aggressive on terrains, since it gives the most benefit without much visual impact.
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I added more quality setting levels and now I can reach almost any performance I want, up to 700 FPS, which is kind of a physical max. Especially basic lighting gives you an extreme performance boost and if you bake the lighting, you have the good performance and it looks good, only downside is, the lighting is static. So you cannot say the performance in Torque in general is bad, you can reach almost any performance you want, by wisely choosing which techniques you use. The demo levels are just stuff put in an done, without much optimization.
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I noticed maybe a slight performance loss from 75 FPS to 65 FPS in 3.10 or 3.9. It really depends on situation and settings, it would need a more accurate testing setup to determine the performance, but my game never went lower than 60 FPS on max settings and I have more stuff in the scene like parallax on terrain which is very expensive ,all postFX and pimped up max settings. The performance loss makes me wonder, because first I thought it is a great advantage since with the engine update polygon and drawcall count went down by a lot maybe 50-80% less polycount and drawcalls depending on scene. Since Jeff asked about the graphics API I tested again with D3D11 since I was using D3D9 and with D3D11 the FPS were similar to that before ranging on average 75 FPS again like in the old Version. OpenGL is also fine at 70 FPS, which I think has improved. So overall I don't see much of an issue there for now, they only thing I worry about is the missing app icon in the upper left corner of the window which got broken after switchting to the new SDL stuff.
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He said it will be released this week...
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How does it look better? I thought it is an art question on how good you make the particles.
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The Gibhut repo: https://github.com/Duion/Uebergame The player explosions use a source code change which adds a new field: https://github.com/Duion/Torque3D/commit/308063a006b6f6dfee1b55154a8d7d28da18fe60
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Might be that the Ryder has no muzzle point set, since this is what it would have in common with no image equipped. In my game I noticed that the Ryder muzzle point is wrong. No idea if this helps, those are just things I noticed, may be related or not.
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Hm why not just make the clouds texture cast shadows? Casting shadows for other alpha textures works fine as well, so why not for clouds?
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Would those cloud shadows match the real clouds? Since Torque also uses a simple texture to display the clouds.
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And what will the dynamic refresh rate then be set to? Did you look into my suggestion of using 15ms instead of 8ms? 8ms is 125 updates/frames per second but actually 60 fps is enough, since that is what V-sync limits to, 60 fps would be 16.6666ms, but when you set it to that the shadows occasionally jump since a frame is skipped, but 15ms offers enough buffer that this almost never happens. I don't know how much performance increase this brings, from my tests I could see roughly 5-10% performance increase.
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Yes, that sounds good.
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I noticed this also gives issues with the polycount metrics display, since the polycount updates so fast that it is almost not visible. For example I have a scene with 800 000 polygons and 2000 drawcalls and for the fraction of a second it keeps fluctuating between 800 000 and 1 200 000 polycount and 2000 and 4000 drawcalls. I found out this heavy changes come from the shadows being rendered delayed. This is more a visual flaw, since the metrics display updates so fast it hurts in the eyes and you don't know what number counts. Maybe this could be changed by changing the update rate of the metrics display to be slower.
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You could look up the terrain painter and see what it does when you click the mouse button.
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This is not directly possible, since the groundcover is procedurally generated on a specific terrain material, but what you can do is changing the terrain material, this will also change or remove the groundcover on it, the problem with terrain is, it is not networked.
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You can try changing things in the editor while another player is connected, then you will see what gets networked and what not.
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Not that I know of, but you can animate images in several ways.
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Does the Xbox support work at all?
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Well that was not helpful. Did you reimport your exportet version to see if it is different than your importet original one? Are there console errors? Which is likely since something is not loaded right. And probably as I already said, likely the file is corrupted, which happesn with the default assets, so better not try to import them, at least not anything that is rigged.
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There are no arrows.
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I just see one.
