i managed to get a single frame of a scene where the boat is in a inlet near the shore, and the bow of the boat is pointing towards a part of the terrain bounded by two hills...
this single frame never changed... but it did finally give me a look at the game...
i hate to burst your bubble, but something is verrrrrry wrong here... there is nothing i see in this scene that should slow things down soooooo much on even this old setup i have here...
take a look at this video G... http://www.youtube.com/watch?v=ZN7ukbcB264
the scene in the video is built to stress the capabilities of this machine... it has a large terrrain (20000 x 2000)... the terrain is shader lit... there are 3 different sets of particles making up the clouds, each with large semi transparent billboards... the infinite ocean is running with 9 imposters of an animated mesh... and the chopper has at least 2 concurrent running sounds along with the ambient ocean sounds...
and it still runs in this antiquated system of mine... so, with the scene i saw, yours should run fine...
lets see if we can find out why it's not...
1 - the night day sequence... how are you doing that again...
2 - are you using any full screen post processing shaders... glow (hdr), blur, stuff like that...
those are the first things that come to mind...
--Mike
Thanks for taking another look at this Mike.
1 - The day night sequence is made up of an object which rotates constantly around the selected camera. That object basically functions like the skinmesh from the lens flare demo. The second, and perhaps more processor intensive aspect of the day/night cycle is the sunlight object, which rotates back and forward constantly during the day and night.
2 - I'm not using any full screen post processing shaders.
Some other things I thought about are these:
- Bumpmapping/terrain shader on the Island skinmesh (though I suppose you were doing a similar thing in the video you posted)
- for the on-foot character, there is a short scanner object which is constantly run to see if there is an intractable object in front of it. (I know that running too many scanners, or running one too often/in too many locations can crash my system. However, I tried taking this out to see if it sped things up, but I couldn't notice anything different)
- large numbers of imposter skinmeshes for the trees and food (if an object is outside of the viewdistance, would there be anything to gain, performance-wise, from an iObjectImposterHide command?)
- the island being reflected in the water (In the demo I posted most recently, the refresh rate was left at 30 since I was initially using fbf animated water and forgot to change it. However, now that I'm using a flat water plane, and only reflecting static objects, I've set that value much lower)
I can't really think of much else.
I've managed to get this running smoothly on a fairly modest laptop, so I'm really confused as to what is causing difficulties on other systems. Hopefully I'll work out what the problem is before too long!
Cheers,
George