Author Topic: the animation code has been abused!  (Read 3355 times)

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Offline Flaser

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Re: the animation code has been abused!
I wonder what the attached price is to that elaborate animations.

Namely I seem to recall, that each and every single subobject needs its own render pass similar to how each and every texture does. So fighters with lots of subobjects = as slow as if it had several textures. Now it's time for a code guru (probably Bobbau) to explain what this truely entails and whether the code can be optimized.

For textures it was pretty self explanatory why it had to be done as is: each new texture meant new data to be sent to the vidcard, whereas data from a sinlge texture could be sent in a sinlge batch.
I was wondering if some tricks could be done with the animation code to allow such batches - namely using 'identical' subobjects and the same texture.

Now I may be entierly in the blind here, but it was not geometry calculation that put the bender in the system but louding and unloading the data from the memory into the GPU.....though now that I thought of it , it will still entail several render passes, as lighting will have to be recalculated for each and every submodel. The renders that need recalculation are shine and enviroment mapping.
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Offline Nuke

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Re: the animation code has been abused!
come to think of it if they switched from a per object rendering system to a per material based system, the performance boost would be great. then we could start seeing more turrets on ships and such. think the collossus needs a pass for each of its 60 turrets, so implementing a per material system would nock that down to less than 10 (or how many textures that ship has). it is possible to do per material rendering as thats wat most fps games do. it requires a little more pre videocard overhead because the cpu has order the polies so they render correctly, but when its fed to the video card its runs much more smoothly and gives you a slightly better framerate. as it stands my ship is a resource hog. but i hope in the future further improvements to freespaces rendering system will be made.
« Last Edit: July 01, 2006, 02:52:47 am by Nuke »
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Offline Bobboau

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Re: the animation code has been abused!
it could be posable to use the subobject LOD to lessen the price of drawing that.
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