How many drawcalls/polygons are to many?
by Jonas · in Torque 3D Beginner · 09/16/2010 (7:44 am) · 6 replies
Hey fellow Torqueneers!
My question today is simple, how many rendered drawcalls/polyons is to much? please include preformance drop in % if you have the exact information, also if Multiplayer have a lower rendable number before bottle necking please submit that as well.
Also further down i will submit some speccs for each setting and functions contained in each setting if you got suggestions regarding performance in this please add that as well.
Additional information:
The game i currently developing will have 3 settings low, medium, high. Low will be like a version that runs on almost every mid level system. Medium will be a little more ambitions with the graphics and high will only run on system a system tuned for gaming.
Kind regards
Jonas
My question today is simple, how many rendered drawcalls/polyons is to much? please include preformance drop in % if you have the exact information, also if Multiplayer have a lower rendable number before bottle necking please submit that as well.
Also further down i will submit some speccs for each setting and functions contained in each setting if you got suggestions regarding performance in this please add that as well.
Additional information:
The game i currently developing will have 3 settings low, medium, high. Low will be like a version that runs on almost every mid level system. Medium will be a little more ambitions with the graphics and high will only run on system a system tuned for gaming.
Kind regards
Jonas
About the author
Freelance 3D artist at day scripter/coder on Enduring Life at night. Lover of all things TorqueScript.
#2
Follow up question, above 2k is the engine bottlenecking or can it still out put stable performance if say a stronger processor/GFX/RAM is present?
Any news on when 1.1 is released cant wait for the new functionality but i haven't seen any recent update about it?
Kind regards
Jonas
09/16/2010 (1:29 pm)
Ok thank you.Follow up question, above 2k is the engine bottlenecking or can it still out put stable performance if say a stronger processor/GFX/RAM is present?
Any news on when 1.1 is released cant wait for the new functionality but i haven't seen any recent update about it?
Kind regards
Jonas
#3
In the words of Valve; "it'll be done when it's ready".
2K is wildly pointed to as what Crysis used.
Andy Wright's metrics for his rather impressive scene (pics above) Not he doesn't have multiple players or Ai in there, which can be a bit of bottleneck as they're all done on the CPU rather than the GPU.
09/16/2010 (2:00 pm)
Final beta was coming out but they just said that they've found a showstopper bug, so there's a bit of a delay there.In the words of Valve; "it'll be done when it's ready".
2K is wildly pointed to as what Crysis used.
Andy Wright's metrics for his rather impressive scene (pics above) Not he doesn't have multiple players or Ai in there, which can be a bit of bottleneck as they're all done on the CPU rather than the GPU.
#4
Crysis used 2k? did a little bit of scouting in both single player and multi player crysis to confirm this and well, with there instancing i think its a logical number they use many big hill/object to block of other sections of the game at almost every turn.
If i remeber correctly there will be instancing when the update hits i see that as a stone lifter in the drawcalls venue if im right with proper turn off/turn on of objects light etc one could keep drawcalls below -1000 easily am i right or have i miss understood instancing?
Wooho thats some nice work!
Kind regards
Jonas
09/16/2010 (2:32 pm)
Ah ok ye i guess its better if they fix as much as possible before release.Crysis used 2k? did a little bit of scouting in both single player and multi player crysis to confirm this and well, with there instancing i think its a logical number they use many big hill/object to block of other sections of the game at almost every turn.
If i remeber correctly there will be instancing when the update hits i see that as a stone lifter in the drawcalls venue if im right with proper turn off/turn on of objects light etc one could keep drawcalls below -1000 easily am i right or have i miss understood instancing?
Wooho thats some nice work!
Kind regards
Jonas
#5
linkage. I've a huge forest level that saved 78% of it's drawcalls with instancing.
Torque doesn't really have an occlusion blocking object like Crysis though.
And yep, turning lights off really helps.
And don't forget portals/zones, the culling issues look like they've been fixed now. (not much use for huge outdoor areas ... but good for inside/interiors)
As ever ... the really big muncher of fps is the fancy dynamic shadowing.
09/16/2010 (3:56 pm)
Looks like instancing works better on lower poly objects.linkage. I've a huge forest level that saved 78% of it's drawcalls with instancing.
Torque doesn't really have an occlusion blocking object like Crysis though.
And yep, turning lights off really helps.
And don't forget portals/zones, the culling issues look like they've been fixed now. (not much use for huge outdoor areas ... but good for inside/interiors)
As ever ... the really big muncher of fps is the fancy dynamic shadowing.
#6
Haven't started to utilize portals/zones yet, but have read some about them good for moving inside and unloading the out side object or something like that right?
Just made a test in a level:
2000 drawcalls
2Million polys
SSAO
PostFX
AA
Light rays
on a laptop with a Core2Duo 2.2GHZ with 4k RAM and a GT240M 1GB graphics card and i have to say im pleased that it ran on 25-30FPS.
09/16/2010 (4:17 pm)
Nice! 78% isn't a small load of the GPU any day. Ye i think the main idea with instancing is a more dynamic 'LOD' system for objects, if im far away i wouldn't wanna render every little thing 2 miles up the road.Haven't started to utilize portals/zones yet, but have read some about them good for moving inside and unloading the out side object or something like that right?
Just made a test in a level:
2000 drawcalls
2Million polys
SSAO
PostFX
AA
Light rays
on a laptop with a Core2Duo 2.2GHZ with 4k RAM and a GT240M 1GB graphics card and i have to say im pleased that it ran on 25-30FPS.
Associate Steve Acaster
[YorkshireRifles.com]
After much faffing around with testing amounts of stuff on-screen, I'd suggest trying to keep your drawcalls under 2K and your polys under 2M. Obviously the lower the better ...
Not entirely sure about multiplayer ... that'd be most effected by how much server-client traffic you have. So the more things that your players have to inform the server about ... the more overhead.