|
Re: ACK [message #480146 is a reply to message #480023] |
Tue, 26 March 2013 00:09 |
|
Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
|
General (3 Stars) |
|
|
Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
|
|
|
Re: ACK [message #480148 is a reply to message #480146] |
Tue, 26 March 2013 04:29 |
|
saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
|
General (1 Star) |
|
|
Oblivion165 wrote on Tue, 26 March 2013 00:09 | Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.
|
View frustums and bounding boxes don't solve the problem of overdraw. VIS does. Renegade has frustum culling already...
[Updated on: Tue, 26 March 2013 04:30] Report message to a moderator
|
|
|
Re: ACK [message #480163 is a reply to message #480023] |
Tue, 26 March 2013 16:59 |
|
Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
|
General (3 Stars) |
|
|
I made a test map with a vis system and had really no problems or time consuming work.
Took me about 45 mins to create this map,make the vis sectors, plus 10 min to generate the vis points (9417).
I had to create a total of 3 manual vis points.
The only reason I had to make any manual points is because i just slapped the tib field in their.
Only about 15% of the generated points where bad and could be reduced.
This map is really basic and had no challenging terrain features, buildings, tunnels, non flying.
Each vis sector was 16 polygons exactly.
If you design your map with vis in mind it will save you a lot of work.
-
Attachment: vis.jpg
(Size: 641.33KB, Downloaded 500 times)
-
Attachment: visglitch_hill.jpg
(Size: 764.63KB, Downloaded 495 times)
-
Attachment: fixvishill.jpg
(Size: 807.49KB, Downloaded 503 times)
-
Attachment: sectors.jpg
(Size: 16.95KB, Downloaded 499 times)
[Updated on: Tue, 26 March 2013 17:02] Report message to a moderator
|
|
|
Re: ACK [message #480164 is a reply to message #480023] |
Tue, 26 March 2013 17:09 |
|
saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
|
General (1 Star) |
|
|
And yet, that map was not designed with VIS in mind. It is bowl shaped without any interesting occluders and probably would run better without VIS because there's nothing here.
|
|
|
Re: ACK [message #480165 is a reply to message #480164] |
Tue, 26 March 2013 17:17 |
|
Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
|
General (3 Stars) |
|
|
saberhawk wrote on Tue, 26 March 2013 18:09 | And yet, that map was not designed with VIS in mind. It is bowl shaped without any interesting occluders and probably would run better without VIS because there's nothing here.
|
true. I just wanted to play around with the vis system. See how long it would take to generate the vis points with 100 sectors. Not spend time on anything special.
[Updated on: Tue, 26 March 2013 17:19] Report message to a moderator
|
|
|
|
Re: ACK [message #480168 is a reply to message #480061] |
Tue, 26 March 2013 19:15 |
Lazy5686
Messages: 254 Registered: November 2007
Karma: 0
|
Recruit |
|
|
BoMbZu wrote on Sun, 24 March 2013 06:42 | This topic caught my attention, I was wondering what exactly is VIS or are VIS points, and why would calculating them result in a smoother rate of frames.
I tried a Google search but couldnt find anything useful. Just curious
|
Vis points/sectors determine what Renegade renders. If there are none then Renegade renders the entire map, and every object on the map. On Fjords this means rendering hundreds of trees and makes my FPS less than that of Crysis 2 on maximum settings.
Generating vis points on Fjords would be an enormous task due to the way trees break up line of sight as well as how large the map is. Then you need to go through and manually place points due to the camera behavior of vehicles and aircraft.
The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
|
|
|
Re: ACK [message #480187 is a reply to message #480148] |
Wed, 27 March 2013 22:30 |
|
Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
|
General (3 Stars) |
|
|
saberhawk wrote on Tue, 26 March 2013 07:29 |
Oblivion165 wrote on Tue, 26 March 2013 00:09 | Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.
|
View frustums and bounding boxes don't solve the problem of overdraw. VIS does. Renegade has frustum culling already...
|
What do you mean by overdraw? For instance a tree is completely blocked by a tree in front of it?
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
|
|
|
Re: ACK [message #480190 is a reply to message #480187] |
Thu, 28 March 2013 00:36 |
|
saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
|
General (1 Star) |
|
|
Oblivion165 wrote on Wed, 27 March 2013 22:30 |
saberhawk wrote on Tue, 26 March 2013 07:29 |
Oblivion165 wrote on Tue, 26 March 2013 00:09 | Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.
|
View frustums and bounding boxes don't solve the problem of overdraw. VIS does. Renegade has frustum culling already...
|
What do you mean by overdraw? For instance a tree is completely blocked by a tree in front of it?
|
Let's say I'm in a building, looking at a wall. What do I draw? The wall, obviously. But I'm on Fjords and there is a forest out there that is also rendered. That overdraw.
|
|
|
|
|