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Maximum visible units in RTS Pack

by Funky Diver · in RTS Starter Kit · 01/28/2006 (9:08 pm) · 3 replies

Greetings,

I would like to ask anybody who managed to add about 1,000 units to the mission: did you notice a big framerate drop when you try to set the camera to look at all of those units even with a good video card (ATI x800) with 256Mb of RAM?

#1
01/28/2006 (10:28 pm)
I haven't tested this, but make sure you are running a release build. Debug builds will cause you to have a slower fps.

-Jase
#2
01/29/2006 (12:34 am)
Release builds still run slower but the change is much less marked than in debug. It takes time and resource to render lots of shapes. :)
#3
01/29/2006 (8:49 am)
I know, Ben :)
Where do you think is the bottleneck: code that iterate through the game objects or part that sends mesh data to the videocard (hopefully not every frame)? The videocard rendering itself shouldnt be a bottleneck, imo, because it's about 30-40,000 poligons with LOD... and the same texture (256x256)...

The strange thing is: with 900 units in the mission and none of them in the camera frustrum, the average fps if 5 :( The amount of memory consumed - about 70Mb, which is nothing (I have 1 Gig).

So, maybe somebody can give me some tips where to start digging and do some optimizations? Some other commercial strategy games support that amount of units (not all of them visible at once, ofcause), and they work fine on my computer, so, I guess, there is room for Torque.RTS optimization.

Thank you!