High antialiasing and 1bit transparent models cause gpu load

High antialiasing and 1bit transparent models cause gpu load

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

High antialiasing and 1bit transparent models cause gpu load

Post by Beherith »

Is this normal for an nvidia card? (8800gt)
An AA setting of 4 already causes this noticable drop.
Can be tested on any map with a high number of nice trees (like blindside-v2) http://springfiles.com/spring/spring-maps/blindsidev2

The fps can drop to 25% of the map only fps with just a handful of trees zoomed in close.

This may be arghish: but could pre-sorting the triangles in the s3o in Y order be of any help?
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: High antialiasing and 1bit transparent models cause gpu load

Post by jK »

From what engine output is your opinion formed?

I encountered a massive FPS drop on "Seths Ravine V2", too. But even after 2h deepest profiling (full range of toolsets) I couldn't find a single cause. So I assume it is related to the massive feature count itself (iirc >1000 on Seths Ravine). And closed this for me with "mapper should have merged multiple trees/foliages into a single model" solution (engine optimizations for this are non-trivial and need a lot work I don't want spend without being 100% sure it would solve the issue).

@Blindside2 IIRC the used tree models are highly unoptimized, too. Modelers should know these 2 things:
1. http://www.humus.name/index.php?page=News&ID=266
2. http://www.humus.name/index.php?page=News&ID=228
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: High antialiasing and 1bit transparent models cause gpu load

Post by Beherith »

Damn nice articles, I'll try to implement them on the pine tree models. I always thought 'optimized' meant low poly count :D
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: High antialiasing and 1bit transparent models cause gpu load

Post by Beherith »

I tried both the greedy triangulation, and the alpha optimization (where I replaced the triangles with a 7 vertex flat shape, that was approximately 50% smaller than the wasteful triangle shape.

The map used was a blank 2x2 test map, with 1000 trees each 32 elmos apart.

29-30 fps on all of them. The interesting thing is that its 29 fps no matter how much I zoomed into it. If I was at map edge, then fps was proportional to the percentage of screen covered by map.

I have an 8800 gt.

After disabling shadows (i ran at 4096 cause i like it pretty) the fps rockets to 100, but is still independent of optimization.

Anti aliasing was set to 0.

Trees are spawned at start in gadgets/treeplacer.lua; replace uad0_aleppo_10 with uad0_aleppo_10_7seg and uad0_aleppo_10_7seg_greedy to test the optimizations.
Attachments
roamtestholes.sdz
(701.18 KiB) Downloaded 16 times
Post Reply

Return to “Help & Bugs”