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Author Topic: Scripting and a skinmesh question  (Read 3691 times)

« on: March 06, 2010, 07:44:22 PM »
Fernando Is there a limit to how many object can be connected to a script not useing IN_ OR OUT_ Just VAL1_->VAL_9(couldn't find that in the docs). I read somewhere there is a maximum of 90 connections IN/OUT but is that only relevant when the IN/OUT's are actually used.
« Last Edit: March 06, 2010, 11:13:24 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #1 on: March 06, 2010, 10:22:50 PM »
I think you need to use IN/OUT's with the VAL_Xs too... Im not that sure if you can send with VAL and read with VAL too.
anyway! ... it dosnt matter the limit of the script connections if you gonna use VAL_Xs?  ??? because you have only 1-9  ??? and that's the limit??  ???
I think there's something I didnt get completely ...

and the limit is 91 objects if I recall correctly.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #2 on: March 06, 2010, 11:13:11 PM »
ah so it's 91 objects, I thought 91 was the amount of IN_/OUT_total for all attached object hence I was thinking I might have had too many objects connected to the script, but that's cool.so don't worry loop my question was phrased based on what I thought the limit was so that's all good.

one other question what is the current maximum for skinmeshes, do we still have to use an array.ini file to boost the maximum or is that no longer neccesary? it's just at the moment I have 136 skinmeshes, all quads used as skinmesh sprites so they all have a shader applied to them, and it's all good the project runs at 60fps, though if I add another 20 skinmeshes(nothing done to them just adding them to the project) the framerate becomes terrible, like how the sound bug slows things down. I thought skinmesh maximum was 500? it's not poly count slowing things down as they are just quads so was wondering if any one has any ideas as to why this is happening. also if I add a script after adding in the 20 and link a few to it it becomes unusable. thanks for any ideas.

edit:also after doing above and testing several times more then loading another project I get a can't find 000_shadow message then a visual studio message and 3drad crashes out.

edit: even hideing the majority of the previous skinmeshes does not improve the framerate.
« Last Edit: March 06, 2010, 11:31:22 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #3 on: March 06, 2010, 11:50:25 PM »
well, now THAT s quite interesting...

can I ask approximately how many total objects you have there?

see, Im experimenting a similar problem, where everything works just fine and I dont  -aparantly, I mean... I THINK SO!-  have anything demanding tooooo much processing power, and then I add like 10 objects (which dosnt matter if they are active or not) and BANG! hell break lose.
from one moment to the other...

my problems arouse around 200 objects.
« Last Edit: March 06, 2010, 11:52:03 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 #4 on: March 07, 2010, 12:15:11 AM »
yes that's sounds very similar loop, in total I have:

14 x groups
1  x sunlight
1  x textprint
1 x skybox
1 x camera
17 x scripts
138 x skinmesh

total: 173 and that would make sense as I reach over 200 the screen stops wanting to update.

up until then it's like juttering for a few seconds smoothing out juttering again increasing in justtering until over 200.

not a good thing, but I'm glad I'm not alone here loop as I thought, have I done something wrong?
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #5 on: March 07, 2010, 01:19:53 AM »
ouch!

did you tried to compile it?
with those around 200 objects I experiment a very low framerate on editor (like even 1 per second sometimes) but then when I compile it, framerate increase like... a lot, reaching lets say around 30.
ofcourse that sucks! but the thing to look at here is that usually framerate dosnt increase THAT much compiling. that's another thing I found to be quite weird related to that uncool slowdown.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #6 on: March 07, 2010, 01:35:59 AM »
Earlier there was a problem with the group object holding alot of items. Does it help deleting the group objects ?
« Reply #7 on: March 07, 2010, 02:12:30 AM »
@loop, I only got a very small increase when I made a compiled exe with the extra items. the editor itself works fine but when I test the project bam!

@shadmar, no removeing group's didn't help but that game me an idea I removed the sunlight object and the skybox,copied the camera deleted the old one and re connected it, and added in another 42 skinmeshes ontop of the 138 and I get 49 fps in the editor, much better than 5fps but afte waiting a while the old problem came back in intervals. there must be a bug in rad somewhere, or there is a limit to how many objects can be in the list or something unaware of, this is very strange. :-\
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #8 on: March 07, 2010, 02:19:23 AM »
Shadmar, delete groups was one of my solutions to try, and it didnt helpd. is not about the groups. plus the problem with the groups (which I think I never experimented) is suppose to be solved ages ago.

Genetransfer, yes, we can always try to save objects number here and there... to avoid the problem, but the problem gonna still be there. I dont think is good idea fall into that kind of "solutions".

Im glad this is comming up, so maybe with some luck its solved.
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: March 07, 2010, 02:30:02 AM »
yeah it's not a good solution and doesn't work anyway, was just really trying to see if any of the objects where cause the problem. if it isn't solved I'm not going to be able to put in all the features I wanted to into the editor, so that is going to really be disapointing, so I hope it can be fixed :-\.
« Last Edit: March 07, 2010, 02:31:45 AM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #10 on: March 07, 2010, 03:09:41 AM »
just to test the limits manually I:

created a new project
added 50 skinmesh quads.(no shadows,no fog,no zbuffer etc...)
saved the project.
then merged that project to the current one until I had 300 quad skinmesh and it ran at 60fps

then I went to merge another lot and from then on i would only get the frame of the window (of the dialoguebox) that is supposed to open when you merge or load a project, so I couldn't select another project to load or merge. not sure if that is supposed to happen either.

edit: tried again and only 49fps at 300 skinmesh quads.
« Last Edit: March 07, 2010, 03:16:46 AM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #11 on: March 07, 2010, 03:10:48 PM »
Thank you for testing this out genetransfer. What you are getting is probably the limit that your system can process without breaking something.

If you could upload you quad skinmesh and a simple project, we may get statistics on how far a system can go, on average. This would allow us to see if the limit is actually related to processing power or it is a limit due to other reasons.
« Reply #12 on: March 07, 2010, 04:23:54 PM »
Hi Fernando, attached is a project I made this morning. I merged in skinmeshes(quads) till I had 350 and a chase cam. it ran a 60fps in editor and playing mode(so there was no drop in framerate caused by the quds will do it again in a sec to see if going higher than 350 will effect anything. then i added a couple of scripts, a sunlight,textprint and terrain. linked the scripts,that don't do anything, to a few objects and the frame rate dropped to about 57. attched is the project I will tell you how many skinmeshes alone I can get in a second.

edit: ok I did a test with one chasecam and 450 skinmesh quads, and in the editor edit mode it was 0fps, and after hitting space it was 57fps. so I'm guessing that it's not the skinmeshes slowing things down but all the objects in general, so realistically speakeing 3drad might only be able to hold around 200 objects playable in total, once you have scripts and everything going on, as the slowdown on my project wasn't even helped yesterday by hideing 90 percent of visuals.

this is not good, as I'm looking at my 3rd person shooter and my player alone takes up 60 objects alone, eeek! and the project itself is already at 150 objects.

edit: also just reloaded the 450 skinmesh and one cam and got a message : 3drad overflow: too many resources used. it didn't crash but still 0fps.
« Last Edit: March 07, 2010, 04:53:52 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #13 on: March 07, 2010, 04:46:36 PM »
What you are getting is probably the limit that your system can process without breaking something.

which is a pretty elegant way to say "the limit 3drad can handle without killing itself".
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: March 07, 2010, 05:42:56 PM »
When you have hundreds of objects in a project, the overhead caused by internal messages (that are always exchanged, even for objects that do apparently nothing) can be bigger than the overhead caused by rendering or script processing.

During editing the amount of messages is bigger than during project playing.

I doubt there is any way to optimize this, but I will use your stress test and see if something can be done.

Thanx genetransfer!

which is a pretty elegant way to say "the limit 3drad can handle without killing itself".

short way to say "the limit that your system can process without breaking something, in 3drad which is bad, bad, bad". The limit *may* depend on system specs, not 3drad limitations alone.
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