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Post by MonstaWolf on Aug 6, 2016 3:41:03 GMT
Is there a way to change the resolution of 3d rad in-engine? I know it wouldn't look super good, but it would really help for troubleshooting. Once I can get that gosh darn lag gone, I can really start to continue the break was good, but it's time to start making more progress on this long project!
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Post by Power Supersport on Aug 6, 2016 12:31:41 GMT
I don't know any other method except one... You can try right clicking on 3DRad.exe and going to properties... Then compatibility and try running it in 640x480 res...
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Post by MonstaWolf on Aug 10, 2016 2:39:53 GMT
Ah, thank you, that will help. Integrated graphics are horrid
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Post by wazogaming on Aug 12, 2016 1:52:25 GMT
Do you think it would be possible to enhance the Graphics for the Engine? I'm creating a Racing Game (Which I could use a hand with just saying you know... ) and I'm making a map and the quality (of the map itself) is superb. It uses HD textures and is just beautiful. Or it will be when it's finished. However when I add it to 3D Rad (As a RigidBody) the quality goes down by about 40% meaning I have to make the map even more enhanced meaning my RAM just gives up and rage quits (Not literally lol). Is there a script or something that could maybe do the trick? P.S. The reason I want the game to have decent graphics is because I read these reviews saying that the Engine is bad and terrible and the quality is poor. I started using this engine when I was 16. I'm now 18 and I'm still learning new thing's and tricks. So I want to prove these reviews wrong by making a fantastic game and giving 3D Rad the credit it deserves. Also I do need a little help with the project as the release date is somewhere in 2017/18 and I'm (hopefully) joining Army this year (if I pass). So yea. The Beta should be released this year around Nov/Dec. Message me if you want to help out. I'd really appreciate it!
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hawk
Full Member
Posts: 69
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Post by hawk on Aug 12, 2016 4:17:27 GMT
Hey Wazogaming, you can do a few things to improve the graphics quality of your game, while it should look visually appealing, it should also play well in terms of performance. First off, use a skinmesh for your map on top of your current rigidbody version of your map. Rigidbodies are only for collision detection, skinmeshes are for presentation only. So on that: Rigid Bodies: Make sure your rigid body map is as simple as possible, remove anything your car will not be able to collide with, leaving them in will only give the physics engine more work to do, for no added benefit. Leave all the visual details to your skinmesh. Skin meshes:Break up your large skinmeshes into smaller interlocking pieces, this way you will be able to let 3drad stop rendering parts that are not visible, you may see a drastic improvement in performance this way. This may be recommended for your large map. Textures:For best results convert your textures to DDS with mip mapping, this should help make the textures look good while not bogging down the GPU. General:Try and reuse as many things as possible, for example if you have a forest track, you don't need to load all the trees, just load one tree object and use imposters, this will save a lot in terms of loading times. Shadows are very heavy, you can use them, as they help make things look better, but provide an option to turn them off. Most importantly:3drad is a very old engine, its last update was delivered in 2011, and even by then it was behind the rest. This will mean that achieving realistic and rich graphics maybe difficult, or even impractical. Play to the engines strengths, try different art styles, cartoony looks, retro, comic-like, these things are easily accomplished and tend to look great. Today's indie scene seems to favor stylized over realistic, see what works best and go with that. There's a lot of things you can do to make things look great in 3drad, even though 3drad itself doesn't provide the luxury to do that in-engine, but that's left to another post. All the best with your game, and for your placing in the army!
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Post by wazogaming on Aug 12, 2016 11:38:13 GMT
Thank you for your reply Hawk. I will definitely give these a look over and see if the quality improves. Thanks for the support!
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Post by WhyNot on Aug 12, 2016 11:56:27 GMT
My PC sucks tooo, so To Improve proformance I include backfaces only in the car and low res env maps. try that bro
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Post by wazogaming on Aug 12, 2016 11:59:38 GMT
My PC could handle better graphics that's why I want to try improve them. That's a good idea though because then that means the game will be optimized for all types of computers. Thanks
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Post by MonstaWolf on Aug 12, 2016 14:31:32 GMT
Thanks for the replies everyone! All of this was exactly what I was looking for. It will help out a ton! Well appreciated!
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Post by indiedev on Aug 12, 2016 17:36:01 GMT
Skin meshes: Break up your large skinmeshes into smaller interlocking pieces, this way you will be able to let 3drad stop rendering parts that are not visible, you may see a drastic improvement in performance this way. This may be recommended for your large map. that has a negative effect on the CPU if the same material is used throughout the mesh, so if the city has 10 brick buildings and 12 concrete ones it's best to split to 1 brick group and 1 concrete, if the entire city is concrete then don't split at all. the exception to this is pointlights: each mesh can take 4 but that's 4x more rendering, so split the city around lights so each mesh has only 1 or 2 on it at a time if possible.
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Post by wazogaming on Aug 13, 2016 12:43:07 GMT
Thanks for the reply that's great!
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Post by Famer on Aug 13, 2016 14:00:14 GMT
You know, 3D Rad had a resolution like the real life in my simulation game which I was working on(still under development, not so good )! You know, I achieved a graphics like both the NFSMW 2005 and 2012. 3D Rad's great!
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Post by MonstaWolf on Aug 14, 2016 1:17:55 GMT
Wow indiedev, that's really helpful! I will certainly look into that.
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Post by wazogaming on Aug 25, 2016 12:57:47 GMT
Farmer what did you use for modelling and where did you get the textureS?
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hawk
Full Member
Posts: 69
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Post by hawk on Aug 26, 2016 6:02:19 GMT
Skin meshes: Break up your large skinmeshes into smaller interlocking pieces, this way you will be able to let 3drad stop rendering parts that are not visible, you may see a drastic improvement in performance this way. This may be recommended for your large map. that has a negative effect on the CPU if the same material is used throughout the mesh, so if the city has 10 brick buildings and 12 concrete ones it's best to split to 1 brick group and 1 concrete, if the entire city is concrete then don't split at all. the exception to this is pointlights: each mesh can take 4 but that's 4x more rendering, so split the city around lights so each mesh has only 1 or 2 on it at a time if possible. Really? Is this better than how 3drad stops rendering a skinmesh when its bounding sphere is out of view, I'd imagine that a large city mesh would never go out of view, thus never stop rendering, and breaking them up would allow sections that are out of view to stop being drawn/considered. Maybe impostors then, would be the most optimal?
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Post by indiedev on Aug 26, 2016 10:03:49 GMT
what i said is based partly on what i read in the unity optimize manual, it's as close to a good reference as we'll ever get for rad.
my understanding though, is that splitting models only saves ram, as the GPU only renders what is onscreen and fed from cpu anyway, the offscreen parts would be stored in ram after processing for later use.
since 3drad is well known to be better suited to small levels, unless attempting the unrealistic goal of the next GTA 4, your entire level should load to ram with ease, even a short frame drop after loading can be fixed with a timer before game starts, allowing the cpu to process all geometry to ram instead of on the fly, thus reducing cpu load.
that's likely 1 of many reasons (along with traffic etc) why gta4 had such high cpu loads, as the entire city was too big to preload.
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Post by Famer on Aug 27, 2016 14:42:43 GMT
wazogaming, I did not model anything, I just used the sunlight, skyboxes and skinmeshes in a manner that would make my graphics like the NFSMW 2005... Graphics are sometimes easy and sometimes tough to achieve... But good luck to you in your graphics...
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Post by wazogaming on Sept 1, 2016 19:19:02 GMT
Okay thank you
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