Game Development Community

Strange...

by Daniel Brown · in Torque Game Engine · 07/24/2004 (4:13 pm) · 9 replies

Today i decided to test out torque a bit more and see how much i could push it, using a slightly modified tutorial.base, just added some trees n foliage n stuff i got about 57 fps, when i added my ogre model which is 6700 polys(not optimized) and without a texture, i got a decrease to 55fps, decided to knock the polys up a bit more too 10000, for some reason the exporter started exporting dodgy models with anything higher, and got an fps of 54. added about 30 orges in and it started dropping now to about 34 fps. Which i thought was pretty gd for my old fx5200,xp 2800+.

So now i tried fiddling with the textures, well i learnt something new, you cant use textures with a higher resolution of 4096x4096 and above why u would want to use a texture that big im not sure, so i had to try 2048x2048, so with my one ogre model and 2048 texture i got 54 fps which i thought was kind of odd, being such a large texture n all, so now i jumped right to the end of the scale and tried a 2x2 texture! giving me an fps of 57, so the difference in using a 2x2 to a 2048x2048 was a mere 2 fps which seemed to me very very strange. So i was just wondering what kind of results other people were getting in terms of poly totals and texture sizes?

#1
07/24/2004 (4:18 pm)
Add 30 ogres with the 2048 texture.. then see what happens :p
#2
07/24/2004 (4:30 pm)
I just tried my own test with player models. At 0 models i had about 100 FPS. I then added non-solid static players. I went all the way up to 100, getting around 23 FPS still.. Myself, i dont think thats half bad.. ;)
#3
07/24/2004 (4:54 pm)
I just tested out the ogres and without LOD i got 22 fps, though with LOD i got 31-33 fps! and thats with 2048x2048 texture, lol probably eating all my video memory up but hey!

www.doden.co.uk/test.html

lol can u tell which one is the 256x256 and which is 2048x2048? Both exactly the same texture, just resized in photoshop.
#4
07/25/2004 (11:13 am)
Whew.. thats a tough one.. i bet the one thats all blurry is the 2048! right? am i right?? lol ;)
#5
07/26/2004 (12:11 am)
Bear in mind that it will only load a texture once, so you're not wasting as much RAM as you might think. :)
#6
07/26/2004 (5:01 am)
If you turn those into actual players instead of static meshes framerate will decrease more dramatically.
#7
07/26/2004 (5:59 am)
Yeh thats what im goin to do next
#8
07/26/2004 (12:51 pm)
Daniel, what exporter and model tool did you create your Orge with? I am having some major frame rate issues. The default Buggy runs at 130+fps but all my models drop the fps to sub 30fps as soon as they come on screen. My cars range from 600-3000 polys. I am using the GameSpace DTS exporter, no collision as of yet.
#9
07/26/2004 (1:17 pm)
John: Same problem here. At first I thought it was my giant cities, but come to find out that my new player character was killing the frame rate. He was originally around 3200 polys, but I managed to shave it down to around 2400. He is still using a single 512x512 texture, as 256x256 was just too blurry. Anyway, if he's on screen I get around 20 fps, but if he's not visible then it shoots up to around 80-100 fps, even when viewing the city. I haven't actually tried to debug why that's so.

Some of the things I was going to try: Disable texturing, swap out with a lower-detail model of about a quarter the polys, disable animations and bones, add the object as a static/animated shape and see the fps difference.

Large textures are indeed frame rate killers, especially if you are using multiple rendering passes. This guy was using three 1024x1024 textures and rendered at around 10-20 fps. (That was on my GeForce 4, not sure what my ATI 9800 Pro would do.)