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1 VS 100, question of performance with DTS

by Cinder Games · in Torque Game Engine · 10/14/2005 (6:55 pm) · 6 replies

Toying with the idea of having dynamically contstructed levels with DTS static objects.

Basically..... how much difference does it make to have one DTS object... vs 100 dts object pieces. Assuming that if all 100 pieces, placed together... would look exactly like the 1, including poly count.

Assuming no there's no collsion meshes, or anything special besides, that.... any ideas on how performance would be vary between 1 vs 100?

The engine loops for every object in the scene correct? i am concerned about that having to repeat for each of the 100 objects... is 100 loops of static objects even noticeable?


Hope my question makes sense.

#1
10/15/2005 (1:19 am)
Yes, 1 would be tons faster than 100. There would be networking & scenegraph overhead to consider, nothing fun there.
#2
10/15/2005 (1:26 am)
I see. guess i won't try that route then. thanks
#3
10/15/2005 (1:27 am)
Is there a way to simply disable rendering of a DTS object? i'd like to keep it in memory.. but not draw it till i need.
#4
10/15/2005 (1:34 am)
Ben is being conservative here--I've seen 100's of .dts shapes in a single Torque scene render with perfectly acceptable performance. Collision meshes eat up a lot of performance, and it requires strong knowledge of how dts shapes render, etc. to optimize well, but I wouldn't be totally scared off by the ratio of performance between 100 and 1 dts object(s)...instead I'd consider it both a challenge and an excellent Torque learning opportunity ;)
#5
10/15/2005 (1:36 am)
I might just make up a mission consisting of the two scenarios... and check FPS.
#6
10/15/2005 (1:39 am)
I would be scared off by that, but I guess you're alot braver than I am. =)