Found this interesting game concept ( http://www.starforge.com/ ):
http://youtu.be/YxBSYit49c8
http://youtu.be/mJLee5zZ4Ts
And though maybe some of those ideas would fit to LoS as well
Not a big fan of Minecraft personally, but this looks cool.
TheAncientGoat {l Wrote}:Increasing the poly count is not going to make it faster
The tests were run on a Core i& 860 @ 2.80GHz (8 logical cores) with a
- Tundra 2.3.2.
- Urho 3D, an open source cross-platform rendering and game engine developed by Lasse Öörni from LudoCraft, http://code.google.com/p/urho3d/ .
- A custom (crude and partial) .txml rendering loop written directly on top of a graphics API tentatively named 'gfxapi'. Gfxapi is an abstraction of D3D11/OpenGL3/GLES2 for different platforms. See http://clb.demon.fi/gfxapi/ .
NVIDIA GeForce GTX 275.
The scene contains 428 Tundra entities, 510 textures worth 154MB, 233
meshes worth 60MB, and 672 materials. There's roughly 700 batches
rendered, ~600k triangles when the scene is observed being fully in view,
and averaging 831 tris/batch.
Results:It should be noted that the tests are not exactly fair and equivalent in
- Tundra 2.3.2 (D3D9):
18msecs/frame (54 FPS), consumes 534MB of main CPU RAM, and 17% of the 8 logical cores.
- gfxapi (D3D11):
3.8msecs/frame (260 FPS), consumes 156MB of main CPU RAM, and 6% of the 8 logical cores.
- Urho3D (OpenGL 2.0):
2.48msecs/frame (402 FPS), consumes 78MB of main CPU RAM, and 20% of the 8 logical cores.
all aspects: Tundra is considerably more complete in terms of features
compared to Urho 3D, and especially to gfxapi, which is simply a
custom-built test app that stuffs the vertex data to a GPU, without even
any kind of scene management.
[snip/]
Ogre rendering, we see here that Ogre is losing out, and by more than a
whopping 10msecs/frame.
Anyone ever compare the Ogre3d and openGL render?TheAncientGoat {l Wrote}:Sure, better culling, and mesh-retopology will help a lot, and I'm not sure how much of a performance drain the custom model system is accountable for, or if it's mainly the server/client arch that leads to the performance problems.
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