| We hope you enjoy your visit. You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you are already a member please log in to your account to access all of our features: |
| Slowdown when polygos are too close to the screen...; Why does this happen? | |
|---|---|
| Tweet Topic Started: Apr 4 2009, 09:11 AM (387 Views) | |
| Jerreldulay | Apr 4 2009, 09:11 AM Post #1 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
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.
|
![]() |
|
| Dr. Best | Apr 4 2009, 05:41 PM Post #2 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
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. |
![]() |
|
| Satyr | Apr 5 2009, 01:18 AM Post #3 |
|
Captain Gobblecoque
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
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.
|
|
The feeling of homesickness never goes away when you return to your parents home from years of being away. same goes with the smell of ash and smoke from the day you set it ablaze. | |
![]() |
|
| Eansis | Apr 5 2009, 05:27 AM Post #4 |
|
ghost
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I'm pretty sure it would, since that's happened on every computer I've had...especially with big textures |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
| |
![]() |
|
| Dr. Best | Apr 5 2009, 01:39 PM Post #5 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
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. |
![]() |
|
| Fartface_McGiggles | Apr 6 2009, 03:46 AM Post #6 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
Just wondering, is it bad for textures to have sizes like 256x128, with different powers of two for the width and height? |
![]() |
|
| skarik | Apr 6 2009, 04:41 AM Post #7 |
|
kitten eating scum
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
In GMD3D, it is, as some video cards will not draw it correctly. In U3D, there shouldn't be any drawbacks. |
| Blog|EHS | |
![]() |
|
| Dr. Best | Apr 6 2009, 10:53 AM Post #8 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Some old graphics devices support exceptionally quadratic textures, so a texture with a size of 256*128 may be scaled up to 256*256. |
![]() |
|
| Jerreldulay | Apr 7 2009, 02:44 AM Post #9 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
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. |
![]() |
|
| skarik | Apr 7 2009, 02:48 AM Post #10 |
|
kitten eating scum
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
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. |
| Blog|EHS | |
![]() |
|
| Dr. Best | Apr 7 2009, 12:54 PM Post #11 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
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. |
![]() |
|
| luenardi | Apr 19 2009, 04:05 PM Post #12 |
|
Cofee Machines Rock
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Say WHAT.. Ahhh.. that's so tender, you still care for the beast.
|
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
![]() |
|
| « Previous Topic · Questions about Ultimate 3D · Next Topic » |





![]](http://z1.ifrm.com/static/1/pip_r.png)




10:21 AM Jul 11