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Piddy
Joined: 24 Oct 2003
Posts: 751
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Posted: Tue Dec 30, 17:56 |
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This afternoon I made a quick track, not very artistic, but more as a test of the new RBR export and shader functions that are part of the v0.6 release due somewhere around March. Below is a video of the result; 7 kms long, full of trees, grass, rocks, animals and houses. Frame rates are still silky smooth on my Q6600 machine at 1920 x 1200.
https://www.youtube.com/watch?v=Hkb7EjXxbTw
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AolBites
Joined: 18 Jan 2006
Posts: 294
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Posted: Tue Dec 30, 19:04 |
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from the sound of the skidmarks you are using a pretty large mesh on the road, what is that tracks framerate like with a 1m panel length, instead of 3m-5m?
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Piddy
Joined: 24 Oct 2003
Posts: 751
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Posted: Wed Dec 31, 05:42 |
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The on/off skid sounds are due to the track having 2cm randomness added to each track vert making it a relatively bumpy tarmac track.
The mesh in the video is 2.5 m and the frame rate # 1920x1200 sits on 30. At 1m mesh the frame rate drops to 28.
The 1m mesh creates more on/off skid sounds since the randomness was unchanged, but the height differences are closer together.
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Piddy
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AolBites
Joined: 18 Jan 2006
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Posted: Wed Dec 31, 22:51 |
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Ahh... I'd forgotten about the surface randomness option, that would do it as well =)
I'll give it a shot at a lower res as you've got a more beefy comp than I do..
that's good news too that adding more detail to the road mesh isn't slowing it down much
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beisurf
Joined: 28 Mar 2007
Posts: 76
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Posted: Thu Jan 01, 15:31 |
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Quote: |
I made a couple of changes this morning and uploaded so you can test.
Make a backup of your Plugins\rbr_rx.dll file, then extract into your RBR folder. |
Did as you said to see how it performed on my old ATI Radeon X850Pro. Yeah I know that my hardware platform is kind of not the hottest anymore
As you most objects doesn't look good at all. I remember having a similar problem before, but that's a long time ago and I can't quite remember hos we solved it. I think it was related to testing moveable objects.
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Description: screenshot |
Size: 104.29 KB |
Viewed: 68 Time(s) |
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Piddy
Joined: 24 Oct 2003
Posts: 751
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Posted: Thu Jan 01, 23:27 |
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I think that'll be due to a lack of shader 3.0 support on your graphics card.
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beisurf
Joined: 28 Mar 2007
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Posted: Fri Jan 02, 01:06 |
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Had a quick look in the shader files that did come with your track, but I can't find any information that points to shader version 3. Only 2_0 and 1_1.
Code: |
VertexShader = compile vs_2_0 VShader();
PixelShader = compile ps_2_0 PShader();
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I tried to dig up some of this again, but the search on this forum is not working so the only thing I found was this:
A screenshot that I posed in this thread: Questions for Black F about his plugin rbr_rx.dll
These tests was done to get shadows from movable objects.
Btw: does that mean that when BTB will be in version 1 some day all with an ancient graphics card is out of business even though it plays original RBR nicely?
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beisurf
Joined: 28 Mar 2007
Posts: 76
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Posted: Fri Jan 02, 01:30 |
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black f. wrote: |
those artifacts you got, those rays from center of the screen are most probably because the mesh vertex format is not matching the shader vertex format,
in this case: |
that was what black f. said when he looked at my screenshot a long time ago
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Piddy
Joined: 24 Oct 2003
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beisurf
Joined: 28 Mar 2007
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Posted: Fri Jan 02, 10:53 |
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Piddy wrote: |
I could keep the option to export using the older method but I'm afraid you will be stuck with poor frame rates. |
I guess that would be a good thing for testing for us lagging behind as long as you don't need a lot of time to maintain that part of the code. Driving with bad frame rate is still no fun.
I better start looking around for a better graphics card soon.
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