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Author Topic: welcome to the low framerate hell  (Read 2762 times)

« on: October 02, 2009, 11:39:15 AM »
wahahaha   :P

no, seriously.

thing is Ive just added these beautiful guard rails to my track and things kinda slowed down. even when the guard rails are totally out of scene, not blocked by other object, but out of camera.
each guard rail is 14 triangles (2 oposite planes for the steel and a cube without the bottom face for the pole), and in total all of them are about 600 and so faces. textures are two very little files, one 64x64, the other 32x32...

problem is that just for the sake of test Ive deleted the guard rails and introduced a very nice 17600 and so faces tree in the scene, and that gave me a better frame rate !!!  ???

so, obviusly my guard rails have some problems...
tips? whats killing me?

are the long stretched planes's triangles the problem?
the stretched textures?

help!!!
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

Mic

« Reply #1 on: October 02, 2009, 11:49:03 AM »
What is your texture size? Also, you could have some bad X model exporter settings. Or, have you tried to re-open the model using the Microsoft x viewer and just re-save it?
« Reply #2 on: October 02, 2009, 11:55:42 AM »
textures are two very little files, one 64x64, the other 32x32...

but, sorry, I took a better look at the files now and are 2 64x64 pixels textures, 6.32 and 5.97 kb each.

about the Microsoft x viewer, no, I dont have it.
about the exporter settings I used the same exact settings to save the big tree.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

Mic

« Reply #3 on: October 02, 2009, 12:07:55 PM »
http://www.3drad.com/forum/index.php?topic=2383.0

Download the program and open and just resave the mesh to see if you get any changes. You also could be getting into an object limitation. That object just happens to be the straw the broke the levels back.

psikotropico

« Reply #4 on: October 02, 2009, 12:15:04 PM »
is your guardrail a rigidbody or a skinmesh? I suposse you have problems with rigidbodies... yes, long stretched planes will give issues... I always use a big invisible wall (rigidbody) on each side to avoid cars go out the track, and then I put all walls as skinmeshes, for visual purposes only.. also, I always try to avoid small polys for static bodies...

hope it helps
« Reply #5 on: October 02, 2009, 12:17:30 PM »
downloaded, resaved, no changes.

I dont understand the 'object limitation' thing.  ???
whats that?
can I fix it? how?

--------------
psikoT, is just a skinmesh. I also have invisible big walls for the rigid bodies barriers.
what you mean by static bodies?
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

psikotropico

« Reply #6 on: October 02, 2009, 12:46:17 PM »
downloaded, resaved, no changes.

downloaded? I suggest to create your models from scratch... I never get errors with skinmeshes... better if you forget this model  ;D 
if you need help to model a guardrail, just tell me... but I don't use sketchup (sucks  ;D)

what you mean by static bodies?

static rigidbodies, sorry...
« Reply #7 on: October 02, 2009, 02:00:17 PM »
Are your 600 guardrails imposters or an unique .x file or individual Skinmesh objects? Keep in mind that individual objects would be the worst framerate you can get. Imposter would be the best if you dynamically hide those that are far away. Individual .x file would be the fastest otherwise.
« Reply #8 on: October 02, 2009, 02:14:23 PM »
Fernando,
is only one .x file for everything, and are less than 40 guardrails, of 600 and so faces in total.
I can't hide any, in the place where are located there are certain places that all can be viewed at the same time, anyway! is more easy for me made an individual and only .x files that comprehend all of them.

------------------

downloaded? I suggest to create your models from scratch... I never get errors with skinmeshes... better if you forget this model  ;D 
if you need help to model a guardrail, just tell me... but I don't use sketchup (sucks  ;D)


no! no! I was answering Mic, talking about the X viewer. I did the guardrails myself, also Ive explained that in my first post... how many polys them have and how are made.
« Last Edit: October 02, 2009, 02:18:10 PM by loop »
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #9 on: October 02, 2009, 02:30:36 PM »
The MView utility (see Mic's link) may still help then, with an unique big model. There are optimization options you can apply to the model before resaving. What it does is optimizing the order of your polygons with real-time rendering in mind.

Keep in mind that with rendering performence, after texture size, next in line is the amount of pixel you plot on the screen at any given time. Two models with identical polycount may render one ultrafast and one ultra-slow, if the first is far away and the second is close to the camera.
« Reply #10 on: October 02, 2009, 02:41:26 PM »
I dont have any option available in the Optimize menu.  :-\
about the pixels plot in screen, I dont think so. to begin with are guard rails, they look small, are a detail, and the pixels in screen are very little, also, as commented before, the problem that really break my head is that frame rate is affected all the time, not only when the guard rails are being ploted, but also if the camera is looking in the opposite direction!!

I gonna try a couple of things that Im suspecting, and if success report. damn I totally hate performance issues! (desperate house game maker  :P)
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #11 on: October 02, 2009, 04:49:09 PM »
try making one long model of the guardrails and then upload it. (or whatever you do with it.)

Mic

« Reply #12 on: October 02, 2009, 07:29:50 PM »
I dont have any option available in the Optimize menu.  :-\

But did you test it? I have to resave all skin meshes that have animations using mview for them to work properly exporting from max. Just try to resave it with no changes and see if you get a performance increase.

One performance note I would like to add. When I build my levels, I don't do object placement in 3drad. I could use imposters, but I like to use my modeling program to place all the objects and them merge them into one mesh and export to 3drad. The end result is you only have one object that is seen as only 1 draw call.
« Reply #13 on: October 03, 2009, 12:21:44 AM »
Mic, Ive have resaved the mesh. :)
also, Im not using imposters, and not several objects either.
ALL the guardrails in scene are a single mesh (a single 3drad object) saved like that from the model program.

nevermind
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #14 on: October 03, 2009, 05:28:25 PM »
Are your 600 guardrails imposters or an unique .x file or individual Skinmesh objects? Keep in mind that individual objects would be the worst framerate you can get. Imposter would be the best if you dynamically hide those that are far away. Individual .x file would be the fastest otherwise.

propably I'm wrong with this but i think imposter's aren't all the time the best choice. I got a big performance problem when trying to create a environment with a lot grass imposter's (every grass peace had 4 faces with alpha textures, no problems with one big grass object).

In my opinion the memory used by imposter's (merory for position, orientation, show/hide etc.)
is bigger than using one skinmesh with more faces.
I didn't try how manyfaces you must have for a god imposter result but this depends most propably also on texture size and other things.
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