Wednesday 4 December 2013

Wednesday 60 FPS Day

Performanciniaring

Another signature day in the saddle of the Good Horse Reloaded. As you know (owing to the unforgivable lack of a blog post yesterday) I was in Manchester on Tuesday having a meeting and in the process having a good time. Back in Wales now and the code fest continues, and seemingly as a result of my short break (and a rather nice Irish Coffee I had on Monday from a rather nice bar-dude) I have ACHIEVED one of my private goals of getting the 'Run To The River' level up to 60 fps!


And how did I manage that I hear you scream!  Well...first I fixed a bug which caused ALL the grass to render in the shadow camera renders, which is not required at all, and then second thing was to detect (using some occlusion commands I wrote a while ago) whether the water quad was rendering any pixels that where visible on the screen. If that value was zero, I skipped the reflection camera render.  These two measures saw me jump from 40 fps up to 60 fps and the end of one of my little goals.

A New Hope

I need a new 'mini' goal now of course. Not the usual stuff that we all know needs doing, just something I can giggle at when I've achieved it.  To keep it simple, my new goal is to get over 100 fps on the same sample level as I think it is reasonable to expect a small compound with a few buildings and characters in should not tax a professional games engine too much, and as the goal is not 'mandatory' it should make the achieving of it all the sweeter!

Signing Off

Another goal I'm aiming for is to get back on day shift. It's fair to say I'm not feeling any worse than I did last week, but my body does feel out of sorts. Going back on the old 9 to 5 is my first step to correcting this case of affairs, and as the time is 6:35 I'm going to clock off and get an early night. Thursday will see the final coding of the True Imposter system, but this time with some proper maths!!

12 comments:

  1. 60 fps,cool.Nice work lee.

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  2. that sounds good, well work lee!

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  3. The day shift - ha! You're like me - I'm just getting back on days too :D

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  4. does this effect still occur. when you stand in front of the base with entities in front of camera, move your vision from side to side. entities are not drawn when off screen, but drawn when on screen. - what is happening with lastest beta, the entites to be redrawn dont get drawn until they are already meant to be visible, and they appear out of nowhere. ( kind of the opposite to clipping, they pop back into view )

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  5. I also want to know if the popping and magic trick occlusion system is going to be sorted.

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  6. Oh, the amazing feeling of finding a simple little bug that's draining resources!! :D

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  7. I can confirm, frame rates for me jumped when testing this new exe from Lee today! Much, much better folks! Roll on Beta 1.004.

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  8. My sound is not working at 100% yet. And when will an energy hud be added? Nothing fancy, but it's frustratimg to die because we don't know how much energy we still have left.

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  9. A new issue I'm encountering with 003 is a town I built and tested with 002 doesn't exist when I test the level. The roads are there but no buildings. As I move to about 4 clicks from any of the entities they will appear and remain visible as I move around the town approaching other entities. These are legacy entities. Any thoughts?

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  10. Lee, I think maybe the short respite has you singing," I Can See Clearly Now,The Rain(fog) Has Gone!" Great job Lee!

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  11. Shadow problems with The new Beta 1.003 when the ai character dies the shadow is way off. Don't know if anyone else sees this too! Also one of the buildings has a shadow that casts on one side but out in the flat world also has another square shadow of the building nothing else in the scene, Just flat open ground! Thought i would mention this bug too! A3dArtist.com

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