>> have their bonesplayer modifier taken away from
them, etc.
>
> wow, that helps to save performance ??
>
As Lucas mentioned, you'll see *huge* performance gains if
you remove the
bonesplayer modifier on models that are distant or not
viewable. This is
probably the most effective optimization for my current game
since I use a
lot of bonesplayer enabled models. I recently ran all kinds
of benchmarks
and I pretty much got the same findings as Lucas and others.
Here it is
anyway though:
- Removing the bonesplayer modifier when applicable is very
effective.
Though you do have to remove the modifier, simply removing
the model from
the world does not give you any major performance gains
since the
bonesplayer animation is still active.
- There's really no need for aggressive adding and removing
of groups of
off-screen models since SW3D culls off-screen models fairly
well.
- LOD seems to help with high polygon non-animated models.
But on animated
models even with aggressive LOD'ing you won't see much of a
noticeable gain
in performance. You're far better off removing the
bonesplayer modifier on
distance models.
- If you use an ISO camera angle and break the world/level
model into
chunks, you can have a scene with a very large polygon count
(I'm talking
22-44K) and still have solid/decent performance even on
low/mid range
systems. Though if you have the camera in a first person
view, you may need
to tinker with the camera yon value or do some other
optimizations to keep
things relatively smooth.
The past year I've definitely been surprised by how much
mileage I can get
out of SW3D. I also would actually prefer an updated SW3D
and not a
completely new 3D engine. I'm not sure how feasible that is
though.
- Chris
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