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W3D Benchmark Tests [message #12007] Sat, 05 April 2003 12:22 Go to next message
SomeRhino is currently offline  SomeRhino
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I did a bit of testing with the W3D engine. On the first test, I made quite a few instances of the oak_large included in the Mod Art zip. I set up all the trees, and exported. The file total was about 34K polys. Results:

Alpha Test (on leaves) with phys collision: 57 FPS
Alpha Test, No phys: 61 FPS
Opaque, Phys: 62 FPS
Opaque, No Phys: 61 FPS

These results were quite surprising, since there were 34000 polys on the screen all at once, yet still ran twice as fast as C&C_Field.

For the next test, I used the same thing, except clones all the trees once, doubling the polys to 68000.

Alpha Test, Phys: 44 FPS
Alpha Test, NoPhys: 48 FPS
Opaque, Phys: 46 FPS

It's interesting to note that when I switched from third person view to first person, the FPS increased by about 12%.

If anyone wants to add to these test results, go ahead. I think it's important to know that polygons seem to hardly effect FPS, and I still can't pinpoint what does. Perhaps it's multiple materials on the screen at the same time.

Don't go too crazy with polygons though, because A) It's a bad habit, and B) It seems to crash the engine if the count exceeds 100K.


W3D Benchmark Tests [message #12009] Sat, 05 April 2003 12:36 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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This just shows how much the W3D engine can handle, and it quite a bit more powerful than peeople originally thought. If you have a test map with the trees on then I will do a test on my system to see what results I get. C&C Generals shows how good the W3D engine actually is, i can't think of an existing game engine that would be able to handle Generals. I think you are correct in saying that multiple materials slow down the game engine. In the Generals editing manual it clearly states throughout about alphablending 3 materials will cause big performance hits on the game and suggest against them if possible.

_General Havoc


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W3D Benchmark Tests [message #12011] Sat, 05 April 2003 12:42 Go to previous messageGo to next message
Deafwasp is currently offline  Deafwasp
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what does this mean for online MP games/maps?
W3D Benchmark Tests [message #12021] Sat, 05 April 2003 13:07 Go to previous messageGo to next message
StoneRook is currently offline  StoneRook
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it's the materials..... Wink

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W3D Benchmark Tests [message #12037] Sat, 05 April 2003 15:33 Go to previous messageGo to next message
Triforce
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So a map with one texture and material setting would have better FPS than the same map with multiplue textures and material settings? Just trying make sure I got it all Wink
Re: W3D Benchmark Tests [message #12041] Sat, 05 April 2003 16:36 Go to previous messageGo to next message
killakanz is currently offline  killakanz
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SomeRhino

It's interesting to note that when I switched from third person view to first person, the FPS increased by about 12%.



Very nice tests man. Smile

This bit is easilly explained. In third person view you have the character model and all it's idle/breathing animations. In first person they're gone, replaced with the much less taxing gun/arm animations.


-killakanz-Colonel K-
W3D Benchmark Tests [message #12088] Sat, 05 April 2003 22:33 Go to previous messageGo to next message
Doitle is currently offline  Doitle
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Actually I beleive there's no limit to the polys. On my old computer (A 400Mhz AMD K6-2 with 4 Mb Rage LT Pro Vid card) I was able to display 5 1,040,000 poly Abrams Tanks at 12 FPS (which was the normal amount I got). They had no texture, but I was just stunned. Nodbugger can back me up too as he saw it. I think the Renegade engine is the most incredible engine of any game and it just needs it's greatness to be tapped!

http://www.n00bstories.com/image.fetch.php?id=1285726594
W3D Benchmark Tests [message #12089] Sat, 05 April 2003 22:38 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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Its true.

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W3D Benchmark Tests [message #12114] Sun, 06 April 2003 04:21 Go to previous messageGo to next message
Sk8rRIMuk is currently offline  Sk8rRIMuk
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If somebody had a very high poly map we could run tests on difrent machines and diffrent graphics cards to see if the theory of " the amount of polys don't effect the game" is true...

I wonder what it is that cause lag then Confused ...

I layed a mod map that was very big and must of had high polys and I only recied lag when I drove above a underground town where sirens were going of...

I can't remember the name of the map though.

-Sk8rRIMuk


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W3D Benchmark Tests [message #12118] Sun, 06 April 2003 04:57 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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To do a polygon test it should really be an untextured map so the materials don add to any lag caused.

_General Havoc


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W3D Benchmark Tests [message #12138] Sun, 06 April 2003 08:57 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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I tried to make a test map that used 120,000 polys, and Level Edit crashed everytime I tried loading it.

W3D Benchmark Tests [message #12140] Sun, 06 April 2003 09:06 Go to previous messageGo to next message
Sk8rRIMuk is currently offline  Sk8rRIMuk
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SomeRhino

I tried to make a test map that used 120,000 polys, and Level Edit crashed everytime I tried loading it.


LMAO...

So now we can't prove the engines good because we can't make the source material Sad .

-Sk8rRIMuk


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http://www.bwstudios.co.uk/private/sk8rrimuk.jpg

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W3D Benchmark Tests [message #12143] Sun, 06 April 2003 09:51 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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If you wanna tex, I'l lrelase a map tomorrow. Very Happy

How mayn Polygons do you prefer?


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W3D Benchmark Tests [message #12277] Sun, 06 April 2003 23:48 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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hmmm, maybe it would be a good idea to try high polygon vehicles. so then you wouldn't have the trouble with Level Edit crashing.

then in game just buy a few of these high polygon vehicles and then a few guys drive around and then put all their test results on one page??

i have quite a few high polygon vehicles you could have?


--OR--

add the script that add something on startup, example:

like on startup create this huge high polygonal building and stuff.

then you should overcome the problem with level editor!!\


Hope this helps
W3D Benchmark Tests [message #12280] Mon, 07 April 2003 00:24 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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Or a map with some polygons, + Hig poly vehicles. Very Happy
Can you send the vehicles to me? I'll the create a map with them.


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W3D Benchmark Tests [message #12318] Mon, 07 April 2003 08:01 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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SomeRhino

I tried to make a test map that used 120,000 polys, and Level Edit crashed everytime I tried loading it.


80,000 polys level edit crashed for me

I want your computer! Very Happy


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W3D Benchmark Tests [message #12320] Mon, 07 April 2003 08:16 Go to previous messageGo to next message
Sparxxx is currently offline  Sparxxx
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Over 250 000 than crash
under nothing happens


And i have an p3 666 mhz
so it could not be the computer Confused
W3D Benchmark Tests [message #12384] Mon, 07 April 2003 15:16 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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Laeubi

Or a map with some polygons, + Hig poly vehicles. Very Happy
Can you send the vehicles to me? I'll the create a map with them.


ok, well some of the models on ModX i uploaded are high polygonal, (im too lazy to budget my self on polys) so just use some of those,

im also going to upload more models today.
W3D Benchmark Tests [message #12484] Mon, 07 April 2003 23:07 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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ok, and I'll start the map today. Very Happy

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W3D Benchmark Tests [message #12604] Tue, 08 April 2003 14:19 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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Here is the map for you to test.

http://www.vr-web.de/~laeubi.ch/maps/polymax.jpg

< Download > (891 KB)

[list]
1 Terain (12k) - 12.000
22 Objects (5k) - 110.000
14 Objects (7k) - 98.000
5 Objects (10k) - 50.000
---------------------------
42 Objects with - 270.000 Polygons
[/list:u]


Test the Map and post your perofrmance, your CPU/GPU/Ram

MY PERFORMANCE:
CPU: P4 - 1,7 Ghz
GPU: Radeon 7500 64 MB
RAM: 512 Rambus
FPS: 40 - 70


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< All Tutorials you ever searched for >
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W3D Benchmark Tests [message #12613] Tue, 08 April 2003 14:50 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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MY PERFORMANCE

1280x1024 @ 32 bit, Full Detail, Fullscreen

CPU: AMD Althlon XP 2000+
GPU: GeForce 4 Ti 4200 128 MB
RAM: 256MB PC2100 DDR SDRAM
FPS: 59 - 61

NOTES
GeForce 4 Ti is overclocked to 305Mhz GPU / 650 Mhz Memory Clock
FPS limited to 60 due to Refresh Rate of Monitor


Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
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W3D Benchmark Tests [message #12656] Tue, 08 April 2003 16:53 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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1280x1024 32bit Max Detail

Amd Athlon XP 2200+
512mb ddr pc2700 ram
Geforce 4 Ti4600

FPS=74-76

When it went down to 74 was the split second i turned to 3rd person veiw then immediatly went back up to 75-76.


http://www.n00bstories.com/image.fetch.php?id=1129285834
W3D Benchmark Tests [message #12676] Tue, 08 April 2003 17:53 Go to previous messageGo to next message
Sk8rRIMuk is currently offline  Sk8rRIMuk
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Just got new PC had not got time to instal all my stuff so ran on old one:

MY PERFORMANCE

1280x1024 @ 32 bit, Full Detail, Fullscreen

CPU: Intel Pentium III 666 mHz
GPU: Nvisia TNT Pro II
RAM: 128mb
FPS: 32 - 38 (usual)

May test on my new machine when its set up.

-Sk8rRIMuk


WOL Nick - Sk8rRIMuk

http://www.bwstudios.co.uk/private/sk8rrimuk.jpg

The one and only original "spammander"!
W3D Benchmark Tests [message #12682] Tue, 08 April 2003 18:11 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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so this proves that we can use more polygons i our maps than we first thought?????



Have you guys tried High polygonal vehicles yet? like maybe there might be a problem with high polygonal vehicles because all those polygons moving at once??

there is only one way to find out!!!

also you can use my latest model im building, its a high polygon model because thats what i have started doing now....

I have been working on this for about 2 days, once its done i will upload the whole model to ModX for anyone to use....

I call it the "Orca MkII Prototype"

heres the link to the render:

http://modx.renevo.com/showthread.php?s=&threadid=196
W3D Benchmark Tests [message #12683] Tue, 08 April 2003 18:26 Go to previous messageGo to previous message
Doitle is currently offline  Doitle
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Does no one listen? Razz 1 million poly Abrams Tank = works on World's Crappiest computer. Tada!

http://www.n00bstories.com/image.fetch.php?id=1285726594
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