StaticObjects slow down!
by Vladimir Kriman · in Torque Game Engine · 10/18/2003 (11:41 am) · 8 replies
When I add 100 static objects like simple box into scene my machine is slow down from 200 fps to 10 fps!!! What wrong?
I have PII 2000 with GForce4 ti
I have PII 2000 with GForce4 ti
About the author
#2
10/18/2003 (4:18 pm)
Dunno. Probably Torque doesn't like having loads of static objects in the same area. Can wiser heads than I comment here?
#3
10/18/2003 (4:22 pm)
Is that a P4-2GHz or a P2-200MHz?
#4
Have to go back and check my Cut-n-Paste notebooks but I know it was a similiar problem where someone had problems with a lot of objects but they recompiled it the right way or something and it was much better FPS in the scene.
Anyway I may be wrong so dont prosecute me Heh. Just trying to help. :))
10/20/2003 (1:49 pm)
Not really a wise head myself but I remember reading in a forum about the way you compile your test.exe can create a sluggish torque that doesnt run as efficiently as you like. Have to go back and check my Cut-n-Paste notebooks but I know it was a similiar problem where someone had problems with a lot of objects but they recompiled it the right way or something and it was much better FPS in the scene.
Anyway I may be wrong so dont prosecute me Heh. Just trying to help. :))
#5
Oh you might want to try the fx static replicators (don't recall the name). The objects were designed to render many statics (may help).
10/20/2003 (2:02 pm)
Torque's gl rendering state changes (or the changes to the gl like abstraction layer, whichever you prefer) are very inefficient. Writing your own state machine that sits between Torque and the gl layer is recommended. Basically you want to avoid the overly redundant and pointless calls that set gl back to Torque's default state. The default state is almost never used, which means the next rendered object will make its own state changes (usually setting the state back to the previous object's state).Oh you might want to try the fx static replicators (don't recall the name). The objects were designed to render many statics (may help).
#6
10/20/2003 (2:49 pm)
Clark Fagot posted a plan on some optimizations you can make a while back.
#7
Clarks improvements won't help much for lots of statics if I remember correctly (they were targeting other areas, like terrain afaik, but I could be wrong) ...
but Melv May said he has a solution for rendering lots of statics that he is going to post after Strategem is finished... (he calls it fxShapeBlitter or something, look for the "Stategem" Devshot in the gallery).
Maybe he could offer some advice how to do it before the release though? ;) (*wink, wink*) :P
10/21/2003 (7:10 am)
Yeah, rendering statics is a huge problem ... no matter what hardware you have...Clarks improvements won't help much for lots of statics if I remember correctly (they were targeting other areas, like terrain afaik, but I could be wrong) ...
but Melv May said he has a solution for rendering lots of statics that he is going to post after Strategem is finished... (he calls it fxShapeBlitter or something, look for the "Stategem" Devshot in the gallery).
Maybe he could offer some advice how to do it before the release though? ;) (*wink, wink*) :P
#8
So you could start by trying the replicator and tell us what you get.
10/21/2003 (7:49 am)
FxShapeReplicator can render a good bunch of statics, and it surely can render over 100... I think it does all the renderings together without multiple state changes.So you could start by trying the replicator and tell us what you get.
Torque Owner Jack