behind the scenes shadows( performance issue ?)
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- Greenhorn
- Posts: 8
- Joined: 14 Mar 2012, 03:29
behind the scenes shadows( performance issue ?)
ive been playing warzone for a month or a while, and im quite a good player.
once i got bored and peeked a the side of the map, (in the nnon end darkness ) and i realize the shadows of some buildings,units, under the map on an invisible platform. i dont know but, does this affect performance ?
might help development ;D
once i got bored and peeked a the side of the map, (in the nnon end darkness ) and i realize the shadows of some buildings,units, under the map on an invisible platform. i dont know but, does this affect performance ?
might help development ;D
Re: behind the scenes shadows( performance issue ?)
Old story. Not sure if it's fixed in 3.1 or not.
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Re: behind the scenes shadows( performance issue ?)
AFAIR not fixed yet.
But after talking on IRC about low FPS (around 5 - 6 only, while I got usually 60 FPS usually - this is Radeon HD 5570, not i915 anymore ) in last mission of campaign before final one (I've got lots of towers left, not destroyed by lassat) I've got instruction to try to change amount of rounds spent on drawing shadows for structures (AFAIR, I'm not 100% sure since that was in January) and I've got only one FPS more after applying it (but I've not seen any changes in graphics effects too).
But after talking on IRC about low FPS (around 5 - 6 only, while I got usually 60 FPS usually - this is Radeon HD 5570, not i915 anymore ) in last mission of campaign before final one (I've got lots of towers left, not destroyed by lassat) I've got instruction to try to change amount of rounds spent on drawing shadows for structures (AFAIR, I'm not 100% sure since that was in January) and I've got only one FPS more after applying it (but I've not seen any changes in graphics effects too).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
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The time has come, the high time, to destroy hatred in oneself.
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- Inactive
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Re: behind the scenes shadows( performance issue ?)
I think those "extra" shadows are just an artifact of how the shadows are done: projected onto things below them, and so they appear below the map as well. Doesn't take any more performance than the shadows themselves do.
We want information... information... information.
Re: behind the scenes shadows( performance issue ?)
I'd be interested to know, as a summary, what elements of the 3D interface are most essential for performance.
Specifically, I'm toying with an idea to use JS for a significantly larger proportion of the game code (just as a pet project) and was wondering what elements are most vital in terms of performance (and should therefore be left in C++ code).
So, I assume things like the following will be best left to C++:
* pathfinding
* movement of objects (droids, projectiles) across the map
* motion of model components (eg. howitzer turning to face target, gun elevation, radars rotating, etc)
Are there any other key things that need to have "balls to the wall" performance?
Specifically, I'm toying with an idea to use JS for a significantly larger proportion of the game code (just as a pet project) and was wondering what elements are most vital in terms of performance (and should therefore be left in C++ code).
So, I assume things like the following will be best left to C++:
* pathfinding
* movement of objects (droids, projectiles) across the map
* motion of model components (eg. howitzer turning to face target, gun elevation, radars rotating, etc)
Are there any other key things that need to have "balls to the wall" performance?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: behind the scenes shadows( performance issue ?)
Anything that can affect game state probably needs to be in C++ for now, since game state must be deterministic to keep multiplayer in synch, and (as far as I know), the exact behaviour of floating point numbers in Javascript might depend on which CPU it's running on. At least, in C++, it did, there was no way to get the windows version to treat floating point in a standards-compliant way, so had to either remove windows support, or remove all floating point numbers completely to make it deterministic. And for some weird incomprehensible reason, people preferred removing floating point numbers to removing windows support.
Re: behind the scenes shadows( performance issue ?)
Those pesky Windows users, eh?
Could you elaborate on "deterministic" a bit more please?
Could you elaborate on "deterministic" a bit more please?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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- Inactive
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Re: behind the scenes shadows( performance issue ?)
http://www.gamasutra.com/view/feature/1 ... hp?print=1 is pretty much what we do I think.aubergine wrote:Could you elaborate on "deterministic" a bit more please?
We want information... information... information.
Re: behind the scenes shadows( performance issue ?)
Looks like it. (Except that we don't support replays yet.)cybersphinx wrote:http://www.gamasutra.com/view/feature/1 ... hp?print=1 is pretty much what we do I think.aubergine wrote:Could you elaborate on "deterministic" a bit more please?
Re: behind the scenes shadows( performance issue ?)
It shouldn't, if it would do then ACID3 like test wouldn't make sense as those would give different results on different platforms.Cyp wrote:[...]the exact behaviour of floating point numbers in Javascript might depend on which CPU it's running on. At least, in C++, it did [...]
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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- Greenhorn
- Posts: 8
- Joined: 14 Mar 2012, 03:29
Re: behind the scenes shadows( performance issue ?)
thanks for the reply guys !
and if it would help by even 1 fps, then yes, its a major advance in warzone, by total if i ( or we if you want ) continue finding these small bugs, we can atleast add up 10 fps in total,
every fps counts
and if it would help by even 1 fps, then yes, its a major advance in warzone, by total if i ( or we if you want ) continue finding these small bugs, we can atleast add up 10 fps in total,
every fps counts
Re: behind the scenes shadows( performance issue ?)
@commander - what happens if you disable rotating radars in the game options? (or graphic settings in recent release IIRC)
I always wondered how much of an effect constantly animated stuff has...
I always wondered how much of an effect constantly animated stuff has...
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: behind the scenes shadows( performance issue ?)
Such animations shouldn't cause such performance issues, and if they would then I would have always low FPS.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: behind the scenes shadows( performance issue ?)
Maybe if FPS drops too low the constant animations could be disabled or slowed down? Not sure if it would help, but...
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: behind the scenes shadows( performance issue ?)
in all RTS games I have played the more units you have the slower it gets and if you play consoles you can see how much they unit cap to prevent any slowdowns