Two Surprising Things

Two Surprising Things

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Two Surprising Things

Post by Argh »

... these are probably 100% obvious things to Everybody Else, but they weren't to me, so I thought I'd share:

1. The main reason why Spring lags so hard with shadows on is because of the grass, and to a lesser extent, the trees. Really! Try turning them off. I was kind've surprised by the results. I didn't think that the grass was generating shadows... er... aha! They're RECIEVING SHADOWS! That's it...

2. Explosions that are multiples of 8 are, I think, optimized for the quadtree algorithm used to determine hits. I may be wrong- maybe it's really just powers of 4 or 2. But when I took every explosion and made them multiples of 8, I noticed a smoothing of gameplay at higher levels of destructo-matic mania in NanoBlobs. I may be just smoking something here, though, as I did this in conjuntion with the tree/grass thing, and didn't do a pure test. Maybe it's just the framerate increase by getting rid of the grass...
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Really?

I did not know that about the grass OR the tree's!

Thats really interesting...

I will try that out. Thanks Argh.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I have a powerhouse machine and I still play with shadows and grass off. No need for them at all. And my tree LOD is down too... I'm in it for the gameplay, not the frillies.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Cake isn't as fun without icing. :-)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I like icing. I'm just kind've amazed that grass is what causes the lag with shadows on... I guess it makes sense, though- all of those independent objects, having to be run through the shadow-mill...
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

it's almost surprising! I can't understand this at all! We have shadows on grass!? How advanced IS Spring! I turn around and find something I like more than in other games every damn day!
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

explosions multiples of 8? you mean the default damage..?
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Buggi wrote:I have a powerhouse machine and I still play with shadows and grass off. No need for them at all. And my tree LOD is down too... I'm in it for the gameplay, not the frillies.
Same here, I have a really nice system but I prefer to eliminate as much lag as possible. Gameplay ftw :D
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

i removed the grass as soon i could do that :)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah that makes a lot of sense. There should be an option to disable tree and (ESPECIALLY) grass shadows.

In general I leave reflections on, since they're teh pretty, but shadows are real FPS killers. Games like Oblivion have grass and tree shadows disabled by default, I'm surprised nobody's thought to add the option to Spring yet.

I always do stuff in multiples of 8 for some reason, so I'm golden ^^
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

@Fanger: No, I mean areaofeffect. Damage, it doesn't matter, because that's straight subtraction. Try it, you will be surprised- the difference is small, but it's there.
Post Reply

Return to “Engine”