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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Swifty on September 19, 2013, 11:19:09 pm

Title: go_prettier_and_faster
Post by: Swifty on September 19, 2013, 11:19:09 pm
I've doing a bunch of performance optimizations this past two months in order to prepare shadows and deferred lighting going into trunk.


I've seen some dramatic improvements with this build. Certain scenes that were originally 50 FPS have jumped to around 80 FPS on my machine. Your mileage may vary.

Beware, the code is really ugly and I have yet to clean it up so it's actually commit worthy. This is also based off an old commit off of trunk, 9613. That's also something I need to do, get this branch up to sync with trunk.

Mah github branch: https://github.com/SamuelCho/Freespace-Open-Swifty/tree/shader_transform_deferred

http://www.mediafire.com/download/81ph255r6ncfi9f/go_prettier_and_faster.zip
Title: Re: go_prettier_and_faster
Post by: Spoon on September 19, 2013, 11:27:42 pm
I wub you Swifty, please bear some of my childeren.
Title: Re: go_prettier_and_faster
Post by: The E on September 20, 2013, 08:17:32 am
There are a few bugs in here, at least on my end (and they very well could be driver errors!):

1. Clipping planes don't.
2. Blinking glowpoints aren't.

Not quite sure why either of those are problematic here; both worked fine (to a degree) on Valathil's deferred render code.
Title: Re: go_prettier_and_faster
Post by: Luis Dias on September 20, 2013, 08:26:33 am
omg omg omg this is brilliant news! When Swifty grabs something in order to optimize it, I get too excited :D
Title: Re: go_prettier_and_faster
Post by: Swifty on September 20, 2013, 11:14:50 am
There are a few bugs in here, at least on my end (and they very well could be driver errors!):

1. Clipping planes don't.
2. Blinking glowpoints aren't.

Not quite sure why either of those are problematic here; both worked fine (to a degree) on Valathil's deferred render code.

Yeah, it's not like I didn't rewrite the model rendering code or something. :P
Title: Re: go_prettier_and_faster
Post by: Dragon on September 22, 2013, 03:10:41 pm
This looks lovely. :) I really like your performance improvements, and now you're prettying stuff up, too. :)
Title: Re: go_prettier_and_faster
Post by: Swifty on September 23, 2013, 04:34:36 pm
So has anyone tested if this performance improvement is consistent and real? I just want some confirmation to see if I'm barking up the right tree.
Title: Re: go_prettier_and_faster
Post by: Echelon9 on September 23, 2013, 10:47:04 pm
I'm going to give it a shot on Mac this weekend.
Title: Re: go_prettier_and_faster
Post by: Swifty on September 24, 2013, 12:13:35 am
Does deferred rendering and shadows work on Macs though? I forgot.
Title: Re: go_prettier_and_faster
Post by: Kobrar44 on September 24, 2013, 02:51:48 am
(http://oi44.tinypic.com/34pnuyg.jpg) (http://oi44.tinypic.com/34pnuyg.jpg)

Performance improvement IS. Maybe not big but its there. I guess its around 13% since its like 26/23 or 8/7 ratio between the builds.
Title: Re: go_prettier_and_faster
Post by: Echelon9 on September 24, 2013, 08:48:10 am
Does deferred rendering and shadows work on Macs though? I forgot.

It doesn't at present when using an OpenGL 2.x context. But in my local branch I have rudimentary SDL 2.0 support, which allows Macs to setup an OpenGL 3.2 Core Context (http://www.hard-light.net/forums/index.php?topic=78694.msg1711176#msg1711176).

Code: [Select]
Initializing OpenGL graphics device at 1440x800 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 0, G: 0, B: 0, depth: 0, stencil: 0, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : NVIDIA GeForce 9600M GT OpenGL Engine
  OpenGL Version   : 3.2 NVIDIA-8.16.74 310.40.00.10f02

  Unable to find extension "GL_EXT_fog_coord".
  Unable to find extension "GL_ARB_multitexture".
  ....
Title: Re: go_prettier_and_faster
Post by: Skarab on January 07, 2014, 06:30:27 pm
Bumping because I am curious if there are any shadow builds floating around based on the newer builds, particularly ones that support the just-released 2014 MediaVP's.  Shadows have been a quiet subject for awhile now. Has this feature been put on the back burner for the time being or is it still being hammered away at behind the scenes?
Title: Re: go_prettier_and_faster
Post by: Luis Dias on January 08, 2014, 09:25:50 am
Try the december Blue Planet builds by The_E. I haven't tested if they work with mediavps 2014.