T3D Culling question
by robo · in Torque 3D Professional · 06/30/2009 (8:19 am) · 11 replies
When objects(tree,etc) is not in sight of the camera ,
T3D FPs kit demo is not come up frame rate as much as TGEA.
TGEA

T3D

Probably I think Frustum,Occlusion Culling does not working.
T3D FPs kit demo is not come up frame rate as much as TGEA.
TGEA

T3D

Probably I think Frustum,Occlusion Culling does not working.
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#2
06/30/2009 (7:27 pm)
ok I update bug report, Sorry for my english
#3
This was asked in another thread and an explanation was given. I don't recall what it was, but it is covered in a different thread.
06/30/2009 (8:20 pm)
I think what he's saying is that when he looks at the ground he can't see any other objects so would be expecting the frame rate to go up.This was asked in another thread and an explanation was given. I don't recall what it was, but it is covered in a different thread.
#4
06/30/2009 (11:43 pm)
What kind of video card do you have? You might try the Basic lighting as well. The terrain itself will eat up quite a bit of resources and fairly large parts are always up and running and then the shadow pass happens and it just tends to spit out a lot of polys. You might turn on metrics(video) in tgea and t3d and see what kind of change you are seeing there as it is probably drastic.
#5
I try change basic light, you're right.
thank you Joshua Halls.
My VGA : Geforce 9650M GT 1Gb
06/30/2009 (11:51 pm)
I try change basic light, you're right.
thank you Joshua Halls.
My VGA : Geforce 9650M GT 1Gb
#6
working at all, or not working as well as TGA, and I would agree.
07/01/2009 (7:24 am)
I think robo is trying to say he thinks the culling in T3D is notworking at all, or not working as well as TGA, and I would agree.
#7
07/01/2009 (7:36 am)
@Robo: your videocard is slow and the advanced lighting shadowmapping shader uses lots of fillrate, which is your main bottleneck. Disable the sun shadows and you might have a better test case.
#8
The first scene is a bunch of vertex-lit, unshadowed trees. The second scene is deferred lighting, a 4x split cascaded shadow map, and (potentially) the reflection buffer for the water.
I am not sure what you have demonstrated with these screenshots save for the huge performance and quality improvements in T3D. When looking at both full-scenes, you get 30 FPS. With all that is going on in T3D, what you seem to be demonstrating isn't a bug...it's a miracle.
07/01/2009 (9:06 am)
This isn't even close to an apples-to-apples test.The first scene is a bunch of vertex-lit, unshadowed trees. The second scene is deferred lighting, a 4x split cascaded shadow map, and (potentially) the reflection buffer for the water.
I am not sure what you have demonstrated with these screenshots save for the huge performance and quality improvements in T3D. When looking at both full-scenes, you get 30 FPS. With all that is going on in T3D, what you seem to be demonstrating isn't a bug...it's a miracle.
#9
07/01/2009 (9:22 am)
Err, forgive for my noobness but I think hes saying that he should be getting 200fps in the final screenshot like he is in the second.
#10
Advanced Lighting looking out across the FPS level 16fps
Basic Lighting staring at ground 48fps
07/01/2009 (9:31 am)
And you will get 200fps looking at the ground - in Basic Lighting.Advanced Lighting looking out across the FPS level 16fps
Basic Lighting staring at ground 48fps
#11
The reason the performance doesn't improve when looking down in T3D with AL is that the PSSM sun shadow still has to render the scene from the perspective of the sun. So while your looking down... the sun isn't looking down.
And while there is an optimization you could do there... unless your making "Looking For Ants: The Game" i don't think its a concern.
As Pat says... our performance is freaking great by those screenshots.
@robo - I'd love to see you port that first level over to T3D so we can get a more direct comparison.
07/01/2009 (4:48 pm)
There is nothing wrong with culling in T3DThe reason the performance doesn't improve when looking down in T3D with AL is that the PSSM sun shadow still has to render the scene from the perspective of the sun. So while your looking down... the sun isn't looking down.
And while there is an optimization you could do there... unless your making "Looking For Ants: The Game" i don't think its a concern.
As Pat says... our performance is freaking great by those screenshots.
@robo - I'd love to see you port that first level over to T3D so we can get a more direct comparison.
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#original post was edited