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Low Fps With Torque 3D demo

by Sam Lau · in Torque 3D Public · 09/30/2009 (7:01 pm) · 27 replies

Here are the min requirements for torque 3D
Minimum Requirements:
Windows XP or Vista
Intel or AMD Processor @ 1 Ghz
512 MB RAM (1GB recommended for Vista)
100% DirectX compatible video card with 256 MB video RAM required
DirectX 9.0c+

Here are my computer specs
Windows XP SP3
Amd Sempron 3100+ ~1.8GHz
1.37 gigs of ram
NVidia GeForce 6100 with 512 mb of ram
DirectX 9.0c+

why am i getting framerate problems them?

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#21
10/02/2009 (4:37 pm)
Shadow filtering can also drastically improve performance. It is set to the highest filtering by default.
#22
10/02/2009 (4:44 pm)
Quote:
with the developer being able to easily adjust what is exposed to them
That sounds nice!

I've noticed a marked improvement with AL shadows over Beta5.
#23
10/02/2009 (5:41 pm)
Also, if you would like to read more about the Advanced Lighting System in Torque3D, check out the presentation on Pre-Pass lighting here: www.bungie.net/News/content.aspx?type=topnews&link=Siggraph_09

That solution being used in Crytek3, Uncharted 2, GTA 4, and all the other games in that presentation (and pretty much every next-gen game in development), is the same solution employed by Advanced Lighting. I developed a very early version of the solution during the development of Rokkitball, over a year-and-a-half ago, and that matured into Advanced Lighting. I also did a lot of the preliminary work on packing normals and depth together in a single buffer, efficiently. I also wrote an article on how to extend the system using the LUV color space which can be found in ShaderX7.

I mention this because I would like to start to chip away at the perception that Torque has poor lighting and shadows. Torque left those days behind, and is now on the bleeding edge of lighting technology. There is no better solution on the market.
#24
10/02/2009 (6:13 pm)
i dont think anyone has complained about the actual bleeding part of the technology, but sometimes it not safe to hand the katana to the clients when a butter knife will do..
#25
10/04/2009 (9:38 am)
You know, I love how alot of this community can not see the obvious.

Advanced lighting is practically Inop, if put to such as "advanced" think baout the users who will be playing your games. Practically advanced lighting does nothing. Honestly... I want osmeone to say different because your wrong, if it does anything it is VERY little.

Now back to the "Basic Lighting" How about you go into the game, then press console. Notice the lighting is being used as the TGE source code lighting..... Dun Dun Dun...
#26
10/04/2009 (11:27 am)
Quote:Honestly... I want osmeone to say different because your wrong, if it does anything it is VERY little.

Dude, c'mon. Read the paper's in Pat's link above or this one and then read T3D's rendering code before spewing ignorance. If your complaint is actually that Advanced lighting doesn't work on every machine, that's another issue. Perhaps GG should have branded it and explained it better, but to say it does very little is ridiculous. How about dynamic shadows on everything? Is that a very little difference from TGEA?

Gah, that was pretty pushy, but I'm am endlessly shocked to see how many people do not understand the value of a $1000 engine. I'm glad GG is ignoring the trolls here and doing the right thing for an engine that has been spread thin for far too long. There are people who complain mightily every time GG does anything, but despite their postcounts, they are some of the least productive members.

Anyway, hopefully the better options dialogs will assuage fps issues and save Pat some typing ;)
#27
10/09/2009 (5:07 am)
We added quite a few things in to our options that are a bit of a legacy from the MMO Kit back in TGE, and some options in T3D. Right now we have 5 settings you click on a button and it moves a bunch of knobs. Sounds like some of this is coming in 1.1 from some discussions which is good :-).

For lighting we have 3 settings. BL, AL with sun shadows off, AL with on. Might look at some other custom things if humanly possible later (at least getting the player shadows back in with sun shadows off would be nice). We also have a bunch of occlusion settings that cull shapes based on distance and pixel size. Recently added some wall like occlusion objects that can add in conjuction with portals or seperately to help in that area. Also, we have client options to adjust the ground cover density and radius as well that can help out in the terrain areas to save some frames for lower end cards.

It isn't complicated to add the BL/AL switch to the options if you want it yourself. Wouldn't hurt to add it IMO because most people time they get to the point they are shipping a game can figure out how to remove it if they don't want it there. Would just make it easier to get rid of some of these posts as it would be easier to point out try flipping this lever and see what kind of performance you get.

@Robert: AL adds real time shadow rendering. While you could argue it doesn't add much to making the game "enjoyable", it does make your game look more modern if you are trying to sell to that market. It also performs much better on newer hardware if you use it with a combination of old style static shadows without using the deferred shadow rendering. Depends on your target really.
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