SpeedTree
by Cameron Ditty · in Artist Corner · 10/22/2003 (4:59 am) · 46 replies
Has anyone looked at implementing SpeedTreeRT for Torque? It looks good, but BIG price tag. It would really take the torque world to a new level if possible.
#42
04/06/2004 (11:44 am)
Would it be possible for a resorce to be posted for the integration with torque?
#43
04/06/2004 (10:23 pm)
Ditto that!
#44
"Runs well at the 34-35 fps with highest detail settings, with some hundreds of Speedtrees.
They have an easy LOD method, its working nice...
In the game there will be some detail switcher to make it playable on slower machines, like as the wind on/off, and similars,
but the low-end specifications will be aroun 1.0 Ghz and Gef3, Playeble with some visual stunts around 1.5-1.6 and Gef4, and optimal
over 2.0Ghz (or 2000+) with an uptodate videocard."
The test system was an amd2000+ gef4ti4200/128mb and 1 gb of ram.
In our prototype1, -which is an RTS game-, and the camera not similar with fps-like ones- we made some optimalisation on the mission and its -with all the environmental modells, ocean like water, some hundred speedtree objects, some dozens of shadowed units, particles, sounds, and with a massive ai in the background-, we got at least 15++ frames on the highest details what is more than acceptable in a game like ours.
There will be a release on the topic of the STRT integration into TGE, but not before the game will be finished.
Just becouse its a great addon, (with a simple analogie >like nitro to sportcars) would be luckily to implement it into the sooncoming (?) TSE to take the visuals even higher and kick the other engines's butt ;) but its need more time and coderworks on, and at the moment we havent got any more informations than yours on TSE so, its a later-on task.
Anyway, our build based on the 1.6 st, and there are some new features in the 1.8, which is the uptodate release. We need more polishing on the implementation, its not ready to publish in any form yet. We were was in a crazy hurry with the proto in the last 12+ weeks, and there wasnt time to polishing on ready-to-release code contents.
Be patient please, or get the free evaluate version of the ST lib and take a ride on your own build.
04/07/2004 (4:02 am)
The framerate is based on your hardware. As i wrote above we had in those early phase of implementation STRT into TGE, it was >"Runs well at the 34-35 fps with highest detail settings, with some hundreds of Speedtrees.
They have an easy LOD method, its working nice...
In the game there will be some detail switcher to make it playable on slower machines, like as the wind on/off, and similars,
but the low-end specifications will be aroun 1.0 Ghz and Gef3, Playeble with some visual stunts around 1.5-1.6 and Gef4, and optimal
over 2.0Ghz (or 2000+) with an uptodate videocard."
The test system was an amd2000+ gef4ti4200/128mb and 1 gb of ram.
In our prototype1, -which is an RTS game-, and the camera not similar with fps-like ones- we made some optimalisation on the mission and its -with all the environmental modells, ocean like water, some hundred speedtree objects, some dozens of shadowed units, particles, sounds, and with a massive ai in the background-, we got at least 15++ frames on the highest details what is more than acceptable in a game like ours.
There will be a release on the topic of the STRT integration into TGE, but not before the game will be finished.
Just becouse its a great addon, (with a simple analogie >like nitro to sportcars) would be luckily to implement it into the sooncoming (?) TSE to take the visuals even higher and kick the other engines's butt ;) but its need more time and coderworks on, and at the moment we havent got any more informations than yours on TSE so, its a later-on task.
Anyway, our build based on the 1.6 st, and there are some new features in the 1.8, which is the uptodate release. We need more polishing on the implementation, its not ready to publish in any form yet. We were was in a crazy hurry with the proto in the last 12+ weeks, and there wasnt time to polishing on ready-to-release code contents.
Be patient please, or get the free evaluate version of the ST lib and take a ride on your own build.
#45
04/07/2004 (10:35 am)
Weird I wonder wy myperformance is so bad with this? both are FX series cards on Geforce and one Quadro and they both are running it like crap
#46
04/07/2004 (12:59 pm)
I think the new forceware drivers are completely sux. We are still using 44.03 on xp/w2k
Torque Owner Christian S
Oak-Entertainment
Thumbs up and SpeedTree is indeed great and on our toollist now.