"Optimised" tracks

"Optimised" tracks

Postby ctdabomb » 10 Apr 2012, 13:58

I have been "optimizing" some tracks by getting rid of extraneous faces, but I have a couple of questions. do 9000 faces make a difference? 500? how many faces make a difference? would these tracks even get used?

I started off with the canyon track removing 9143 faces and getting the count down to 22619. hope it helps. mainly I removed a bunch of extra faces that were not necessary from that road.
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canyon.7z
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Last edited by ctdabomb on 11 Apr 2012, 01:38, edited 1 time in total.
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Re: "Optimised" tracks

Postby Edward_Lii » 10 Apr 2012, 15:51

Hello ctdabomb,

ctdabomb {l Wrote}:I have been "optimising" some tracks by getting rid of extraneous faces, but I have a couple of questions. do 9000 faces make a difference? 500? how many faces make a difference? would these tracks even get used?

That really depends, if you removed faces that were already getting culled, then the gain will probably be unnoticeable.
Also note that the number of faces isn't a reliable way to measure, a quad will be rendered as two triangles by your GPU.

There was a discussion about poly-count on the OpenDungeons forums a while ago.
http://forum.freegamedev.net/viewtopic.php?f=38&t=2190&p=24641&hilit=polycount#p24641
One interesting link from that thread:
http://dungeonhack.sourceforge.net/Model_Optimization

Anyway, great work on the track. ;)
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Re: "Optimised" tracks

Postby ctdabomb » 10 Apr 2012, 17:23

Edward_Lii {l Wrote}:That really depends, if you removed faces that were already getting culled, then the gain will probably be unnoticeable.
Also note that the number of faces isn't a reliable way to measure, a quad will be rendered as two triangles by your GPU.

sorry for my stupidity. what's culled? :?
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Re: "Optimised" tracks

Postby Edward_Lii » 10 Apr 2012, 18:17

Hello ctdabomb,

ctdabomb {l Wrote}:sorry for my stupidity. what's culled? :?

Culling is the not rendering of faces.
So it can be everything from back-face culling (not rendering the "inside" of a model) to occlusion culling (not rendering triangles behind other objects).
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Re: "Optimised" tracks

Postby ctdabomb » 10 Apr 2012, 20:11

I made mathclass better. reduced 1000+ faces making the face count 5680. Most of them were from the desk models which were really ugly, and from other models
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mathclass.zip
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Re: "Optimised" tracks

Postby ctdabomb » 10 Apr 2012, 20:51

here is the Island: it had 13411 faces, I reduced 4224, it now has 9156. most of the faces were from the palm trees, but also the walls or the tracks, and the water.
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islandtrack.zip
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Re: "Optimised" tracks

Postby ctdabomb » 11 Apr 2012, 01:31

most of the faces I removed from Canyon were from the road. it has wayyyyy to many, 6000 i think?
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Re: "Optimised" tracks

Postby ctdabomb » 17 Apr 2012, 18:31

I worked on the canyon further, basicly "remeshing" the road and getting the face count from 31762, to 10547, removing 21215 faces :D
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Re: "Optimised" tracks

Postby Auria » 18 Apr 2012, 00:45

Thanks, I uploaded your version to stk-addons :)
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Re: "Optimised" tracks

Postby Kinsu » 20 Apr 2012, 14:25

2/3 of the total faces count removed in the canyon... stunning ! :o
Great job, optimization is kind of an ungrateful work, but it's much needed. Thank you ctdabomb !
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Re: "Optimised" tracks

Postby ctdabomb » 20 Apr 2012, 19:25

it's all I'm good at :P
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Re: "Optimised" tracks

Postby ctdabomb » 05 Sep 2012, 18:50

I fixed some stuff in the farnm track:
*texture stretching in a few spots
*vertex painting error on silo
*optimized the haybales 90 to 36 faces
*remonved 475 faces getting the count down to 13209

I also noticed the part of the fence is sticking up in the air but I didn't fix that.(it's the part thats stelected right now)
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farm.zip
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Re: "Optimised" tracks

Postby Auria » 08 Sep 2012, 00:33

Hi,

this sounds interesting, just a couple questions before I check in :
1) could you point where were the stretched textures? I don't remember seeing any previously, I'm just curious :)
2) how in the world did you manage to fix the silo painting? :o I've been trying all I could to fix it, I even disassembled the exported B3D file and verified that all vertices that should be red were red. So I really wonder what you did :)
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Re: "Optimised" tracks

Postby ctdabomb » 08 Sep 2012, 14:26

Auria {l Wrote}:1) could you point where were the stretched textures? I don't remember seeing any previously, I'm just curious :)

at the places where the dirt and sand met and grass and sand met. it was in the most recent version.
Auria {l Wrote}:2) how in the world did you manage to fix the silo painting? :o I've been trying all I could to fix it, I even disassembled the exported B3D file and verified that all vertices that should be red were red. So I really wonder what you did :)

I noticed that there were some vertexes that weren't painted completely red in the game and blender so I repainted the thing red :p
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Re: "Optimised" tracks

Postby Auria » 08 Sep 2012, 18:53

thanks, committed. But I don't understand at all what happened with the silo, in the previous version it was fully red in blender too :(
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Re: "Optimised" tracks

Postby ctdabomb » 08 Sep 2012, 21:32

Auria {l Wrote}:thanks, committed. But I don't understand at all what happened with the silo, in the previous version it was fully red in blender too :(

I had the most recent version from the media repo and there was a grey spot.
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Re: "Optimised" tracks

Postby Auria » 08 Sep 2012, 22:46

I have NO idea what's going on. I have the latest media repo version before your changes too, open in blender before my eyes, and I see no grey spot :o
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