EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2840 Posted 22 April 2012 - 02:10 PM
I was suspecting you could have loads of Polymer lights as long as their radius was small and the number of objects affected low, but I wasn't expecting it to be true to this extent...
Just look at the number of lights and the framerate....
This post has been edited by Diaz: 22 April 2012 - 02:16 PM
#2842 Posted 22 April 2012 - 02:40 PM
Tea Monster, on 22 April 2012 - 02:36 PM, said:
I guess using higher radius lights, which causes many objects to be redrawn for each light; that's assuming I'm understanding how lights work, of course.
#2843 Posted 22 April 2012 - 02:47 PM
Diaz, on 22 April 2012 - 02:40 PM, said:
In that shot you have a simple map area with some models (the arcade machines). My understanding is that the complexity of the map, and especially having lots of child sectors, greatly reduces performance and increases the amount of light calculations. On the other hand, Polymer handles models very well. So my guess is that the good performance there has more to do with the map than the radius of the lights.
#2844 Posted 22 April 2012 - 02:53 PM
#2845 Posted 22 April 2012 - 04:41 PM
#2846 Posted 22 April 2012 - 05:03 PM
#2847 Posted 22 April 2012 - 05:13 PM
Tea Monster, on 22 April 2012 - 05:03 PM, said:
BUILD maps don't ever get compiled. It's one of the best features of the engine and allows for great versatility and ease of mapping. The ability to change things on the fly in-game is also pretty awesome. When you realize that all the Polymer lights have to be completely dynamic with nothing compiled, it makes the performance challenges a little less surprising, no?
#2848 Posted 22 April 2012 - 09:45 PM
Trooper Dan, on 22 April 2012 - 02:47 PM, said:
I believe that every object needs to be drawn once for each light that hits it. So if an object is hit by 10 lights it will have to be rendered 10 times.
A light with a large radius means more objects will be affected, and several lights with a large radius means you're redrawing the entire scene several times. So it doesn't depend on either the amount of objects or the radius of lights, but rather a combination of both. I have several more complex scenes where the framerate still stays above 60.
And yes, when you notice how fast Polymer is drawing models (which are the basic building block of today's engines) and you realize that every light is dynamic, the renderer doesn't look to be badly optimized at all!
This post has been edited by Diaz: 22 April 2012 - 09:48 PM
#2849 Posted 23 April 2012 - 06:04 AM
#2850 Posted 23 April 2012 - 09:01 AM
#2851 Posted 23 April 2012 - 09:18 AM
Fox, on 23 April 2012 - 06:04 AM, said:
Nope. The code is completely different and it would frankly be easier to re-implement the Shadow Warrior features using CON scripts than it would be to try and hack the stuff in as additional hard coded effects.
#2852 Posted 23 April 2012 - 12:19 PM
#2853 Posted 24 April 2012 - 12:39 PM
Today I noticed I was getting quite poor Polymer performance in one of my mods, and it seemed to get worse the more time I played. It was strange. I double checked my 3D video driver settings and all and everything seemed to be OK... then I tried to do a restartvid in the game, and voila, the framerate magically doubled. I kept playing for some time and the framerate started to slowly descend again, then I did another restartvid, and full performance was restored.
Quite weird, but looks like a memory leak of some kind...
#2854 Posted 29 April 2012 - 09:47 PM
But I shouldn't have these problems soon when my GeForce GTX570 turns up. (Thanks DanM)
#2855 Posted 30 April 2012 - 12:31 AM
Cody, on 29 April 2012 - 09:47 PM, said:
Envy.
This post has been edited by Hendricks266: 30 April 2012 - 12:31 AM
#2856 Posted 02 May 2012 - 12:42 AM
Cody, on 29 April 2012 - 09:47 PM, said:
But I shouldn't have these problems soon when my GeForce GTX570 turns up. (Thanks DanM)
Dude, why didn't you wait one or two more months to get a 660 or a 670 instead?
Hendricks266, on 30 April 2012 - 12:31 AM, said:
Don't you mean, Nvi.?
This post has been edited by Mr.Deviance: 02 May 2012 - 12:43 AM
#2857 Posted 02 May 2012 - 03:55 AM
Mr.Deviance, on 02 May 2012 - 12:42 AM, said:
Because if you knew the cost of Nvidia cards in New Zealand you would have already answered your own question.
Retail for a GTX570 in NZ around $700 NZD
Cost of getting it from DanM $250 AUD.
You work the maths out.
Edit:
Oh and a 580 costs a $1000 here.
Hence this is the other reason I have stuck with ATI as they have always been "A LOT" more cheaper.
This post has been edited by Cody: 02 May 2012 - 03:57 AM
#2858 Posted 02 May 2012 - 05:10 AM
mind you $250 + plus shipping which was $41
bargain!
#2859 Posted 04 May 2012 - 03:15 AM
#2860 Posted 06 May 2012 - 12:36 PM
James, on 04 May 2012 - 03:15 AM, said:
Are you sure? Looking at the source, that doesn't appear possible.
#2861 Posted 06 May 2012 - 01:11 PM
TX, on 06 May 2012 - 12:36 PM, said:
Well the issue was reported by someone else, I'll look into it and see if I can recreate the issue he encountered.
#2862 Posted 06 May 2012 - 02:44 PM
DanM, on 02 May 2012 - 05:10 AM, said:
mind you $250 + plus shipping which was $41
bargain!
And as the commercial says: "Running Polymer, Crysis and anything else you can throw at it at improbable framerates....Priceless"
#2863 Posted 07 May 2012 - 10:01 AM
#2864 Posted 07 May 2012 - 12:35 PM
James, on 07 May 2012 - 10:01 AM, said:
I can confirm this as well. When picking up items the tinting doesn't disappear completely.
#2866 Posted 07 May 2012 - 01:35 PM
Helixhorned, on 07 May 2012 - 01:23 PM, said:
Nice work, thanks for the quick response and fix

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