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major cause of lag : exploding unit !

Posted: 06 Mar 2006, 12:09
by emmanuel
so i test high poly(2000faces) unit :with 100unit ingame stop 5 fps or move 3fps when ctrl_a ctrl_d the all explod cause a fall to 1frame per 3seconde
i think so: nomove nopath, a move a path+unit anims paths,explod all parts of a units have paths for ejecting/blasted

another cause of lag in ota was flamer sounds or emg (this more easy to reduce for me)
be carfull when script

Posted: 06 Mar 2006, 13:21
by Kixxe
So your suggestion an option to remove the exsplosions or athleast to an even less low poly model + no smoke?

Well, i agree!

Posted: 06 Mar 2006, 16:20
by Zenka
I never had any trouble with my Core silencer model (around 3500 tris). Nor the destruction of it.

Posted: 06 Mar 2006, 19:15
by Argh
2000 faces = 8000 tris. Each face (otherwise known as a "quad") is broken into pair of triangles, during each rendering pass, then rendered double-sided. Not only that, but the way that Spring tracks 3DOs is different than with S3Os, so I strongly suspect that you've basically overloaded the poor thing!

Emmanuel... for the last time, man... learn to uvmap, and make your crazy-huge units with S3O, where you won't have these problems! I have, literally, had several hundred S3O units on-screen at once, with total tricounts of 1500 apiece... and zero framerate problems because of draw-time. Shadows and pathfinding will eventually drop my framerate to a bottom, during full battle, of about 10FPS, but no lower than that- if I turned off shadows, it'd still bottom out pretty bad, but that was true even when my mod was all lower-poly 3DO...

Posted: 08 Mar 2006, 20:33
by emmanuel
so i agree a 10fps (in low details) for a 1500tri (500quad?) 100's units
i tryed about 200 quad for a human model high detail (nooze and eyes)
for s3o sorry i don t understand his tuoriel and 3do builder seem work fine
except 2pass texture (what i dont care) i prefere keep compatibility with ota (it seems s3o is not compatibl?)

is thinkabl for a good coder to make a retro frame rate engine count for enable/disable explosions smoke high poly in game without outgame parameters choise ???

Posted: 08 Mar 2006, 22:15
by Zenka
s3o isn't supported in TA, since it was created by spring developers.
(doesn't it stand for Spring 3d Object?)

Does it really matter in fps if the model is s3o or 3do? Maybe in the fact that s3o can handle two textures (the 2nd for reflections and such).
Or does s3o always work in tris and 3do doesn't.

I don'tknow, but s3o bring many advantages. Including a decent way to map high poli units. Map every poli of a 1500 tris unit sounds like a awfull lot of work.

There is one disadvantage of s3o, and that is how do you work with it. I found it myself quiet hard to fully work with it. Although I managed nicely, I still lack the skill to use some of it's features.

Posted: 09 Mar 2006, 14:09
by emmanuel
i know what you talk about awfull lot of texturing work
i build 3d part in a day and textu it in 3day for a human high poly 2000quad (and the result is not tasty now!!!)

Posted: 09 Mar 2006, 19:53
by smoth
What are you saying? I cannot understand that last sentence

Posted: 10 Mar 2006, 05:48
by Caydr
Not seen this myself, maybe you've got too many exploding pieces (script) or your particle limit set too high? I've mass-destructed hundreds of my... um... (ok, I don't really remember anymore. They're something like 7500 triangles, ish) high poly ships without too severe lag.

When you say lag, do you mean net-connection lag or just a FPS drop?

Remember it will not be a common occurance (i'm assuming) for several hundred units to simultaneously explode. I mean, if it is in fact a performance issue remember that if those 200 explosions were spread over 2 seconds even, rather than all simultaneous, the "lag" would be a lot less severe. If you have a realistic battle situation involving hundreds of units, worst case scenario you'll have 50 dying a second if they're just throw-aways. Spread out over a second though, rather than all instantaneous.... you see what I mean?

Anyway try it with shadows off. Shadows (should REALLY be renamed "advanced lighting" one of these releases...) exponentially increase the processor load even on a blank screen.
Argh wrote:2000 faces = 8000 tris. Each face (otherwise known as a "quad") is broken into pair of triangles, during each rendering pass, then rendered double-sided..
As I've said before, S3O faces are not double sided, so it's 4000. For anyone who models in that number of faces with any degree of quality, usually "faces" means "triangles" anyway...

Posted: 10 Mar 2006, 23:45
by emmanuel
ok /
maybe the true is here :
i m not a scripter but i hav little knowelge in these and you rmind me about exploding parts
my major lag is related with a chained reactiv exposion due to a 'explod damag' superior to 'maxdamag' unit where the die of unit kill another prox and all my army self destroy at the first dead unit
(i m not abort this kind of unit but only for suport/artillery nonarmored_second line)
thank i understand : for good moding i must to learn to code script myself
so i continu bad modding now

Posted: 11 Mar 2006, 04:24
by Optimus Prime
I think that an improved pathfinding would be a much higher performance boost than reducing the polys.

But one question to emmanuel: You work with 3do builder right? But you work with triangles,also right? If so, you can work with quads in 3do builder too. Just export in 3dsmax the objects with quad polys instead of triangles. I do so and it works fine. At the beginning i worked with triangles too and that sucked so much. Its twice the work for texturing than with quads and texturing without uvmapping is hard enough dont make it harder than it is ;).

Posted: 21 Mar 2006, 22:48
by emmanuel
no i work in wings3d exported in .obj i can build in poly but it s very dificult so i add line by connect when not flat