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Author Topic: FPS rubbish...  (Read 5938 times)

Revolver

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FPS rubbish...
« on: April 10, 2013, 09:49:57 am »

Hello, Brano.

First, I would like to thank for a thus great engine which has a big future before itself.
A great work what they perform here in such a way, to thanks!

Now, my question refers to drastically sinking FPS with the order of several
To models in the play. What do you think to act to prevent such a FPS rubbish?
At the moment it looks thus (at least to me)...all object static only.


The used 3D-model became in graduation 1:1
made and imports (see screen-2).


One can look at my PC configuration in 3-screen (in the case if is used)....Win 7/64bit.


Sorry for my bad english, but not my motherlanguage.

Best regards,

Stefan (aka Revolver, AH-Design Group©)
« Last Edit: April 10, 2013, 09:59:51 am by Revolver »
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cameni

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Re: FPS rubbish...
« Reply #1 on: April 10, 2013, 11:21:38 am »

It's 11 million triangles, that's a lot. Also, how many meshes does the model have?

Apart from reducing the number of triangles you are using, other important things are:
- Reduce the number of meshes. Each mesh can be a separate draw call, too many draw calls are adding overhead even if the number of triangles is the same.
- Make LODs for the model. Some details are too small and don't have to be rendered from certain distance. LODs are quite essential here.
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Revolver

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Re: FPS rubbish...
« Reply #2 on: April 11, 2013, 04:41:41 am »

Unfortunately, I cannot say what was made to this 3D-model. I have them from
Free3D pages loaded around Importer try out. Moreover, I am no expert what 3D concerns, because with 3DMax I have started about 1 month ago. :-[
I thank for your being sufficient one Answer. Now, I know a little more...thanks! ;)
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"Es gibt nur eine Sünde, die gegen die ganze Menschheit mit allen ihren Geschlechtern begangen
werden kann, und dies ist die Verfälschung der Geschichte."(F.Hebbel)