TX3D 3.1.5 Beta 2 - Rendering issue, new objects coming into view.
by Henry Shilling · in Torque X 3D · 07/10/2010 (6:15 pm) · 2 replies
Build: 3.1.5 Beta
Platform: Windows 7-64 (specs i7 920, nVidia GTS250 6GB ram)
Target: Xbox
Issues: When new objects come into camera view the framerate stutters, bad.
Steps to Repeat:
1) create a scene, put some stuff in it. Not one or two items, but something realist like 30-80 items.
2) Rotate the player in the scene. As new items move into view (or not into view as they ae blocked visually) The framerate stutters, it is very very bad on the xbox.
3) I looked at the code running through the remote performance monitor, when you rotate new things into view you get a massive garbage collection spike. Only the first time. In my test it was over 450k.
Suggested Fix:
If I knew how I would...
I hope that you guys are testing on the Xbox every step of the way. Since most of us target the platform I'd hope you do.
I will post an example file, I'll post code and such as soon as I make the dts files useless, since I am using the Sticks and Twigs.
Platform: Windows 7-64 (specs i7 920, nVidia GTS250 6GB ram)
Target: Xbox
Issues: When new objects come into camera view the framerate stutters, bad.
Steps to Repeat:
1) create a scene, put some stuff in it. Not one or two items, but something realist like 30-80 items.
2) Rotate the player in the scene. As new items move into view (or not into view as they ae blocked visually) The framerate stutters, it is very very bad on the xbox.
3) I looked at the code running through the remote performance monitor, when you rotate new things into view you get a massive garbage collection spike. Only the first time. In my test it was over 450k.
Suggested Fix:
If I knew how I would...
I hope that you guys are testing on the Xbox every step of the way. Since most of us target the platform I'd hope you do.
I will post an example file, I'll post code and such as soon as I make the dts files useless, since I am using the Sticks and Twigs.
About the author
http://twitter.com/theBigDaddio
Torque 3D Owner Henry Shilling
Smokin Skull
Run this on the xbox and rotate the dude. It seems that it's not so much the number of objects as it is the number of different objects. When I just placed tons of trees, it was not so bad. I added some huts and some other plants and we get a bad stutter.
I also made the huts static objects with rigid physics. Not much difference if any. In reality I would want my trees to have rigid physics as well just so the player cannot run through them. There is also light mapping etc. I think the framerate is quite acceptable outside of the initial stutter. This is also a pretty sparse scene really. In reality I'd have way more stuff 10x or more. In the game idea I was working on I have 10 different buildings, 25 different trees. And I've only started.