Adaptive Degradation
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Re: Adaptive Degradation
I know for a long time it didn't work properly with s3os, can't say I've checked it recently though.
Re: Adaptive Degradation
How the hell is water 0 slow? Its just a textured quad.Argh wrote:The only exceptions to this are all water-related. Spring's water1 and water 0 are ridiculously slow compared to anything else I've seen lately.
Re: Adaptive Degradation
It's quite slow, vs. water implementations I've seen elsewhere (Warcraft III and Dawn of War for example).
My guess is that the water's so slow because of the clipping issues that occur. Other engines don't use the giant-quad approach, and don't have water that goes off-board like Spring does.
My guess is that the water's so slow because of the clipping issues that occur. Other engines don't use the giant-quad approach, and don't have water that goes off-board like Spring does.
Re: Adaptive Degradation
I wonder where you get your informations from.
1st it is impossible to compare water implementations in different engines (w/o having the source code and a very lot of work).
2nd water0 doesn't use a giant single quad, and even if it would, it wouldn't affect the performance at all (I tested it when I wrote BumpWater and yeah, it even uses a single quad in 79 if endlessOcean is disabled).
1st it is impossible to compare water implementations in different engines (w/o having the source code and a very lot of work).
2nd water0 doesn't use a giant single quad, and even if it would, it wouldn't affect the performance at all (I tested it when I wrote BumpWater and yeah, it even uses a single quad in 79 if endlessOcean is disabled).