Jump to content

andi_s

Members
  • Posts

    30
  • Joined

  • Last visited

Posts posted by andi_s

  1. Thanks all for the input! I just managed to compile the latest dev, without the DX sdk. Had a look at the basegame template, however in the world editor, there were none of the new components available (FpsGamePlayModule). I will play around more in the next days with dev and also with a 3.10 binary.

  2. Hi all,


    I read trough jeffs blog and saw what is all coming for 4.0 . With the ECS, it seems the gameplay-code side of T3D will change quite a bit, so I was wondering if it's worth to start a project now in 3.10, or better wait for 4.0? I assume a lot that I would learn now won't apply anymore in 4.0. Is this correct?

    - Is there somewhere a working version which has the ECS already in?

    - Is there a way to compile a mostly stable version of T3D without the need of the old directx sdk?

    Then I have a few more questions regatrding 3.10:

    - Is there up to date documentation somewhere on how to integrate nvidia physix? Nvidia does not provide the binary anymore, only source, so one has to compile by himself. However which source version do I have to download? After compiling T3D with physix, is there anything additional that has to be done, or is collision and stuff then automatically handled by physix? Would you rather use physix or bullet?


    Thanks!


    Andi

  3. Then why such low performance in an almost empty level? I mean, the desert level has nothing except a terrain, scattersky and advanced lighting. This just does not give me much confidence in how it might behave in a bigger level with more art, and probably also other stuff like AI going on. Don't get me wrong , I am not bashing T3D.

    Are there plans to make T3D support multicore processors better?

  4. I just tried the RC binaries. I hoped performace would be better, I am running on a I7 6700HQ 6th gen, 16 GB DDR4 RAM and a Nvidia 960M 4 GB videoram notebook. In the outpost Level I get only around 35fps, in the desert around 85fps., running in 1080p fullscreen. Are the fps supposed to be that low on such a system? I also tried an old demo of beamng, which uses torque3d as well, and there I get better frames (a little).

    What kind of fps do you get?

  5. After dabbling a few months in UE4, I am back at T3D. Somehow UE4 jsut did not click for me. So I am thinking of going back to T3D, and it seems there is a new release soon. However, as it for sure will take quite some time to finish a game (if ever ;-)), I have a question: T3D at the moment is still using D3D9. Will this be a Problem in the (near) future? I mean, will newer machines maybe not be able to run a T3D game? I know, there is the source, so it can be changed to use D3D11 or whatever comes later....however I know for sure that I will not have the skills to do this. Will D3D9 only be a Problem in the future?

  6. What is the Advantage of using scattersky vs the Basic sun and a skybox? Only the fact that it can use a timeofday object and one can create a day/night cycle easily? Are there any disadvantages in using it? I just noticed the whole lighting is Kind of different, depending on which of the objects I use.

  7. I have a question regarding the shadows. Using a scattersky object, in the inspector under it's advanced lighting tab, it seems like it's possible to Change the type of shadows (PSSM, Dual Parabloid,...). However, it's not possible to select anything else than PSSM, altough the other types are listed as Options. Has this always been like this? And what's the use then of These types?

  8. Thanks Duion. I think it's mainly the cpu then. Granted, my pc is by far not the latest and greatest, but still it's disapointing how slow T3D is.

     

    To be sure, there are parts of the engine that are slow, but part of my intent with getting the T3D demos is to give us a very concrete baseline that everyone can use to test.


    So now that we have a baseline, we can start getting consistent performance figures like what you've been providing and it gives us a clearer picture of what can be optimized.


    One thing I'd like you to try, is to go into scripts/client/prefs.cs


    And change

     

    $pref::TS::maxInstancingVerts = "200";
    

     

    To...say,

    $pref::TS::maxInstancingVerts = 3000";
    

     

    By default, T3D has a rather low vert count for instancing(it's largely meant for groundclutter with this setup). I've seen some improvement if you up the instancing amount so it kicks in for trees, so if you could test that and let me know how that impacts performance?

     

    JeffR, this helps a bit. i get around 5 fps more this way.

    I know shipped games are heavily optimized, I was just thinking that compared to for example unity, it seems T3D performs worse on the same Hardware. Regarding baked lighting, how would I do this....do I Need to buy purelight from the GG Store?

  9. When you say you get 20fps outside and I get 45fps outside and you have a R9 270x and I have a R9 280x you can get some comparison charts between those.

     

    Yes maybe it's jsut the Card. However, I still think the Performance is really low. Is this a generel Problem of T3D right now? Performancewise, how does it compare to other engines? I think it's quite important for T3D to offer a good Performance also on low end Hardware.

  10. JeffR, thanks for the heads up with the pacific demo. I jsut tried it, and it is indeed very cool. However, I noticed that the Performance seems to be very bad on my machine. I get around 30 fps in the cave, and around 20 outdoors. My machine runs win8 X64, has 8gb ram, an AMD R9 270X 2048 MB graphics Card and the cpu is a AMD Phenom II X6 1070T. Note the demo does not stuttter, but i am still surprised of the low fps. Shouldn't I get better fps?

  11. Thanks for all the answers! Regarding the compile errors:

    I used 3.7rc

    I created a Project using the Project Manager. Chose the empty Project.

    Then I opened it in vs2013 community Edition. Then I changed it to x64 as described in the article on the wiki. Then i changed the asm files to compile against x64 ( -win64). The compiel Fails giving the following error:


    Error 268 error MSB6006: "cmd.exe" exited with code 1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets 170



    If I set up the Project using cmake, i can compile x64 without Problems...

  12. Sounds good! A few more questions:

    - is walkabout integrated into 3.6.3? Or only 3.7?

    - Is it possible to compile using Physix for X64?

    - In General, is it recommended to build for x64 or x86?

    - is it possible to build x64 using the Project Manager? I always get error, even tough I follow the tutorial...

    - Say I wanted to help with the wiki, can I just create an account and then add articles?

    - How long will it be until the release for 3.7?

    - What main features does 3.7 have that are not in 3.6.3?


    I know, lots of questions, probably there will be more. After spening some time with UE4 and Unity. I am back here. Somehow to me Torque just seems "easier".And free ;-).

×
×
  • Create New...