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wixi
Joined: 06 Oct 2004
Posts: 15
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Posted: Tue May 27, 00:11 |
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I have the foloowing problem, the more my texture changes, the less FPS I have ingame. Even if I use only 2 different textures, which rotate the whole time, this problem appears!
example-track with 1 texture 500fps and with 3 textures 100fps
www.werbedesignneumann.de/wrc/btb_tracks.rar
At my actual project
www.werbedesignneumann.de/wrc/wixi_track5_0.rar
I even tried to reduce textures and not to use bump and spec map. Although I only get 80fps on a fast pc-system. If I put in other objects at a later time, it could be unplayable!
What else can I do, to make it run better?
Can anyone help me, please?
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wixi
Joined: 06 Oct 2004
Posts: 15
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Posted: Tue May 27, 23:01 |
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If I place 10 different textures at 100m of the track, it will cost more cpu-power than putting 10 textures together with photoshop and placing this as 1 texture with a length of 100m.
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black f.

Joined: 10 Apr 2005
Posts: 965
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Posted: Wed May 28, 00:26 |
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is not the different texture which counts, is the material count, or more precisely, the "batch" count.
this is similar with objects as well. is slower to render 10 objects one by one then join them in one piece and render as a single object.
the thing is 100m of track and 10 textures it should be no problem, but the wixi_track5_0 you've post the link for is very badly designed.
idealy you'll want the terrain mesh to be as uniform as possible, like an uniform grid with spacing in between 0.5x0.5 and 3.0x3.0, instead you mnaged to put together all kinds of shapes and sizes.
with the resulting collision mesh for wixi_track5_0 [TEMP\col.x] i can hardly imagine RBR running smoth, frankly i'm very surprised the plugin was even able to create that mesh without crashing, but thats not the point, the problem is, along with the huge number of materials/meshes which will potentially slow down the rendering you also have a bad terrain detail distribution which will ultimately slow down the RBR physics.
as you already have noticed, joining sparse texture together will increase performance because it will reduce the number of materials.
you can still get a good and nonrepetitive look for the terrain if you use the blending through vertex color.
please note the whole rendering in the rx plugin is not optimised in any ways but there is alot of room for experimenting and if you keep in mind the physical ground must be as uniform as possible i think there are good chances to get quite good results.
i guess in the second attachment you'll recognise wixi_track5_0. i know having accurate track model is everyone's dream but 0.1m wide poly are more then extreme, also the fan meshes are totally not advised in RBR; Piddy made a huge effort in coding smooth LOD transitions from the center of the track to borders:
https://forum.racesimcentral.com/attachment.php?attachmentid=448070&d=1205650106
i strongly suggest using that.
the 1st jpg shows the profile of the schoolyard track from RBR, the dimensions are variing in other tracks but if you keep close to those i think you'll be fine.
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AolBites

Joined: 18 Jan 2006
Posts: 289
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Posted: Wed May 28, 06:15 |
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hmmm.. thanks for those tips, I'll have to keep them in mind as well ..
oh, could you also post a pic of the grid that tight hairpins and tight corners should look like to work well? they usually end up with some fanning on the inside ..
Thanks!
edit:
oh, and what are the various types and which checkboxes in the terrain properties do you set for which types?
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wixi
Joined: 06 Oct 2004
Posts: 15
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Posted: Wed May 28, 16:22 |
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thanks for your hints! we will modd te track again, more clean and with less details. after that we´ll put it in here again, so you can rate it.
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