Game Development Community

Engine speed up

by Timlon · in Torque Game Engine · 10/07/2005 (8:33 am) · 4 replies

It occured to me that cars these days can push a huge amount of polys around, and that the bsp for the interiors is probably not needed so much (although it's handy for slower cards).

What *probably* causes most of the slow down with interiors is the amount of different textures, the card ends up doing loads of render state changes and this is probably the cause of any slow down on recent cards. What would be nice is if the engine sortid by texure and then sent everything using that texture to the card in one big whooosh, this would cut down on the number of render states and increase performance (as per nvidia and ati's reccomendations).

Just an idea, be gentle with me :)

#1
10/07/2005 (10:34 am)
We don't use BSP for rendering interiors, just for spatial queries against them. In TSE, it's all batched and sorted just as you describe; in TGE it's streamed to the card in a fairly efficient way (since we have to do things like calculate fog on the CPU).
#2
10/07/2005 (10:37 am)
I converted the interiors to use VBO's... on windows I saw exactly the same framerate... I haven't had a chance to see if it makes a difference on OSX.
#3
10/07/2005 (11:16 am)
Thanks for the replies guys :) I see what what mean about issues such as the fog.

TSE sounds exciting, I've bought the EA version, not actually tried it yet - TGE has kept me excited enough so far and 1.4 sounds very exciting too.
#4
10/07/2005 (2:39 pm)
Thanks for the replies guys :) I see what what mean about issues such as the fog.

TSE sounds exciting, I've bought the EA version, not actually tried it yet - TGE has kept me excited enough so far and 1.4 sounds very exciting too.