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Dev Blog (project "Eternal")
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aceio76 Offline
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Post: #16
RE: Work In Progress (project "Eternal")
Yes its 80% engine related, and 20% model and placement related. I have control of the 20%, and a small fraction of the 80% through what is exposed and what makes sense for me to do thru code.

www.thinkplaystudios.com
(This post was last modified: 02-10-2012 03:19 PM by aceio76.)
02-10-2012 03:16 PM
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fatcoder Offline
Member

Post: #17
RE: Work In Progress (project "Eternal")
Wow... 8k+ draw calls... that crazy!

EE just needs dynamic and static batching along with HW instancing and most of these problems will be solved.

http://mycryengine.com/index.php?conid=50

Enlarge the first screen shot on this page and check out the profiling info from cryengine 3. The scene in that screen shot uses half the draw calls yet is visually more complex. It is thanks to the batching and instancing, which can be seen in the light blue line in the center of the screen shot... Instances: 4565, GeomBatches: 978, MatBatches: 633, DrawCalls: 4623, etc... Also note that the cryengine scene in that screen shot is not using any sort of occlusion, so everything is being rendered.
02-11-2012 01:49 AM
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aceio76 Offline
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Post: #18
RE: Work In Progress (project "Eternal")
Yup, a simple scene like that should not have that high of drawcalls. Look at another scene. This is with some sort of occlusion, including frustum cull on static obj (of course), shadow ranges and object draw ranges! This scene should be 1/4th of the DIP (draw indexed prims) called for in this scene, and the view range is only 250m!! (at the overhead, v=viewrange, s=shadowrange, f=FPS). I don't know if there is much that can be done via code that I have access to in order to get better render optimizations.
Just to note, DIP is the culprit, even in the first profiled screenshot. It shows Draw* Calls, but digging in on the tool, you see Draw Indexed Primary calls as the highest, very similar to this last screenshot, where Draw Primary calls and others are very low values.
Draw Indexed Primitives calls refer to the following: http://blogs.msdn.com/b/jsteed/archive/2...ified.aspx


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www.thinkplaystudios.com
(This post was last modified: 02-11-2012 03:54 AM by aceio76.)
02-11-2012 03:30 AM
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Esenthel Offline
Administrator

Post: #19
RE: Work In Progress (project "Eternal")
Pretty screen! Good work
02-11-2012 12:27 PM
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aceio76 Offline
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Post: #20
RE: Work In Progress (project "Eternal")
(02-11-2012 12:27 PM)Esenthel Wrote:  Pretty screen! Good work

Thanks Esenthel. And thanks for all the hard work.
Here is a screenshot of a more developed small village in-game. We'd like to put more props (and other effects, ie. PS, fog) eventually, but need t balance performance/FPS in anticipation of multiple players in the same vicinity. Having done some initial profiling has help gauge potential load and resource utilization, and we're trying to keep within budget.


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www.thinkplaystudios.com
(This post was last modified: 02-12-2012 01:20 AM by aceio76.)
02-12-2012 01:16 AM
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aceio76 Offline
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Post: #21
RE: Work In Progress (project "Eternal")
Recent screenshot:


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www.thinkplaystudios.com
(This post was last modified: 03-08-2012 05:13 AM by aceio76.)
03-07-2012 01:51 AM
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paviii Offline
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Post: #22
RE: Work In Progress (project "Eternal")
Looks really nice.
03-07-2012 03:08 AM
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aceio76 Offline
Silver Supporter

Post: #23
RE: Work In Progress (project "Eternal")
(03-07-2012 03:08 AM)paviii Wrote:  Looks really nice.

Thanks pavii smile

www.thinkplaystudios.com
03-07-2012 03:03 PM
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aceio76 Offline
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Post: #24
RE: Work In Progress (project "Eternal")
From us to you all, Happy Thanksgiving (US Holiday).


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11-23-2012 02:44 AM
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Rubeus Offline
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Post: #25
RE: Work In Progress (project "Eternal")
It seems that the screenshot did not attach properly.
11-23-2012 08:26 PM
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Zervox Offline
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Post: #26
RE: Work In Progress (project "Eternal")
Works fine.
11-23-2012 09:11 PM
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Rubeus Offline
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Post: #27
RE: Work In Progress (project "Eternal")
Yep- working now.

But now I have to go get me some Thanksgiving leftovers. smile
11-24-2012 07:39 AM
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aceio76 Offline
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Post: #28
RE: Work In Progress (project "Eternal")
I forgot to share this festive display for Christmas:


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12-28-2012 03:27 PM
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fuzzylr Offline
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Post: #29
RE: Work In Progress (project "Eternal")
Pretty neat.

Fuzzy
Student|Westwood
Project V. Studios | Game Dev
01-04-2013 02:06 AM
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aceio76 Offline
Silver Supporter

Post: #30
RE: Work In Progress (project "Eternal")
Thanks. My screenshots always come out pretty dark from my laptop. But it's good enough to post with smile
01-04-2013 02:08 AM
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