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Slowdown when polygos are too close to the screen...; Why does this happen?
Topic Started: Apr 4 2009, 09:11 AM (387 Views)
Jerreldulay
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Hey guys, quick question here. I've got my game running at a great framerate (60FPS) but experience a drop to about 85% of normal game speed whenever the camera gets too close to a polygon. Regardless of whether there are just two polygons or two hundred that are close to the screen, I get a frustrating amount of slowdown. The result is the same whether the polygons are on a Primitive or Mesh. Can someone tell me if this is just my GFX card, or if it also happens to other people and it is something with U3D. Also, is there any way to avoid this? Thanks. Cheers!
Edited by Jerreldulay, Apr 4 2009, 09:15 AM.
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Dr. Best
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If the triangles are closer to the screen they are bigger. More pixels need to be drawn then. And for more pixels you need more computations.
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Satyr
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im pretty sure that having a triangle straight up against the camera wouldnt cause a really bad slowdown because of its world position. something smells fishy
Edited by Satyr, Apr 5 2009, 01:35 AM.
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Eansis
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thisisagoodnameisntit
Apr 5 2009, 01:18 AM
im pretty sure that having a triangle straight up against the camera wouldnt cause a really bad slowdown because of its world position. something smells fishy
I'm pretty sure it would, since that's happened on every computer I've had...especially with big textures
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Dr. Best
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Eanbro
Apr 5 2009, 05:27 AM
especially with big textures
You are making a good point here. The high quality mip-map levels are only needed, if the texture is seen large on some surface. If they are not needed at all rendering will be faster. Keep in mind that the dimensions of your textures should be made up of powers of two. A very good size for textures is 256*256, while 600*230 would be a very bad one, because on some systems it would be scaled to 1024*1024.
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Fartface_McGiggles
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Dr. Best
Apr 5 2009, 01:39 PM
Eanbro
Apr 5 2009, 05:27 AM
especially with big textures
You are making a good point here. The high quality mip-map levels are only needed, if the texture is seen large on some surface. If they are not needed at all rendering will be faster. Keep in mind that the dimensions of your textures should be made up of powers of two. A very good size for textures is 256*256, while 600*230 would be a very bad one, because on some systems it would be scaled to 1024*1024.
Just wondering, is it bad for textures to have sizes like 256x128, with different powers of two for the width and height?
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skarik
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In GMD3D, it is, as some video cards will not draw it correctly. In U3D, there shouldn't be any drawbacks.
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Dr. Best
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Fartface_McGiggles
Apr 6 2009, 03:46 AM
Just wondering, is it bad for textures to have sizes like 256x128, with different powers of two for the width and height?
Some old graphics devices support exceptionally quadratic textures, so a texture with a size of 256*128 may be scaled up to 256*256.
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Jerreldulay
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Yes, I have noticed that if I were to say, load a life bar texture in as 256x128, it appears fine, but if I were to scale the horizontal size of that texture being drawn on screen, I get vertical distortions. This only occurs on my laptop with onboard video memory. On my PC with a real graphics card, it does not occur.

Thanks for answering my questions.

I tested my game on my PC and did not get a single frame of slowdown at all as I tried to get up close views of polys. The laptop does not fair so well.
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skarik
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Quote:
 
but if I were to scale the horizontal size of that texture being drawn on screen, I get vertical distortions.


That sound like a bug people were reporting with Stickman, when going to higher resolutions. I haven't been able to duplicate the bug, so I just ignored people's complaints.
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Dr. Best
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You know what? I will give you two new functions in the next version of Ultimate 3D 2.1.x to resolve these UI problems once and for all. They will simply give you the actual size of a texture, so that you can respond to it by scaling it to the right size.
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