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Post by Karvy on Jun 13, 2016 7:41:18 GMT
Hi everyone, I have a few simple question about Level of details for a 3drad game.. If I use a small mipmap texture, would I have better FPS? and if you are in the middle of a 3d city model, which things would you change to reduce lag? reduce buildings polycount? disappear city blocks? what would happen with the streets? Thank you! And sorry for grammar mistakes
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Post by WhyNot on Jun 13, 2016 10:16:28 GMT
Karvy bro I use event on locations for LOD.??
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Post by F1Andre on Jun 14, 2016 15:27:19 GMT
Try to hide stuff that will not be in line of sight, break your city model up into pieces. Reducing the poly count will help but you must also reduce the texture size (ultimately the quality) if you want to see great performance improvements.
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Post by TinSoldier on Jun 14, 2016 16:59:48 GMT
i would suggest in a city as you mentioned you could and should remove any poly's that cant be seen at any time in your project, like the bottom of buildings, even the back walls.. this will take a bit of time depending on complexity.. you may be ab;e to remove the top of building if they are never viewed.. This process doesn't need to be perfect, hopefully your character will be to busy with other things to even notice or care that any given building doesn't have a back facing wall or roof It all depends how much time you spend improving performance and weather it's worth the time and effort. but every little bit helps 3drad.
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Post by Karvy on Jun 15, 2016 4:36:39 GMT
I'll try to break the model into pieces as F1Andre said cuz I have a huge city model, i think even removing invisible pieces will cause 3drad to crash :/
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Post by TinSoldier on Jun 15, 2016 14:11:49 GMT
I'll try to break the model into pieces as F1Andre said cuz I have a huge city model, i think even removing invisible pieces will cause 3drad to crash :/ No Karvy , removing model pieces is done in your modeling program, just as breaking the model into pieces will be done.. This in no way will hurt or cause 3drad to crash, but instead help it. If you're thinking about the collision model then yes it could if you're using box's and spheres , those should always remain as closed hull models. When i say remove faces, i'm talking about a polygon based rigid body used for landscapes and static object like the default 3drad landscape, it has no box's or spheres for collisions, both the visual and the collisions use the same polygon model, even any shadow model could use the same polygon based model, just as any skinmesh... these models all are polygon based. Only the invisible box & spheres used for collisions require a solid hull made with non degenerate polygons to function properly. PS a degenerate polygon is when the triangle pieces aren't perfectly aligned with each other and or the corner point may be misaligned a small amount. This could happen if you try to create a box used for a collision model, one triangle at a time ( not recommended).. Or any face(2 polygons) of your box has 3 or more polygons, that third triangle is a degenerate polygon. ALL faces of collision models ( box or sphere ) MUST HAVE ONLY 2 POLYGONS PER FACE. A sphere (closed hull) is simply a ball with 2 polygons per face and should have a very low number of faces to reduce 3drads collision processing. Fortunately, sketchup, 3dmax, blender, all create properly formed closed hull solid box's and sphere's as basic 3d models. ONLY BOX'S AND SPHERES are supported for non-polygon based collision models. a pyramid for instance as part of a box / sphere based collision model will cause the degenerate triangle error message. Problems can happen if you try to edit those collision models by moving the individual polygons around, which could leave holes or misplaced polygons. I cant explain this in any more detail... this message alone almost qualifies as a modeling tutorial...
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Post by Karvy on Jun 16, 2016 10:19:34 GMT
So do you mean I can break the model into pieces and remove useless polygon? I thought you said to export the entire model Thanks a lot finally I understand why the degenerated triangles, anyways when I export models from sketchup I have some degenerated polygon.. So I have to export the model as "closed hull shadow caster"? Actually I export them just as Skinmesh.
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Post by TinSoldier on Jun 17, 2016 6:44:09 GMT
the shadow caster does not have to be a closed hull, think of it as a skinmesh with or without textures..
I think i remember fernando saying if the shadow model has textures they are ignored, so it doesn't matter if textures are applied or not..
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