Search found 66 matches
- 03 Dec 2016, 12:20
- Forum: Support
- Topic: 3-8 fps in Sadrith Mora. Physics out the roof
- Replies: 34
- Views: 20598
Re: 3-8 fps in Sadrith Mora. Physics out the roof
I did a bit of logging just to see how bad it looks. The worst case I've seen are 26 rays (all 8 solver iterations exhausted) per simulation step! This totally kills the performance. The step length in those cases doesn't change much, which hints at the solver being stuck: s0 5.77191 s1 2.44885 s2 2...
- 01 Dec 2016, 11:25
- Forum: Support
- Topic: 3-8 fps in Sadrith Mora. Physics out the roof
- Replies: 34
- Views: 20598
Re: 3-8 fps in Sadrith Mora. Physics out the roof
I've been (very) slowly digging through the code. I think the major issue is the very generous use of ray/convex casts. They really should be used only when necessary, as they have to traverse the whole scene every time, don't benefit from time coherence (small changes from one step to the next). It...
- 25 Nov 2016, 10:23
- Forum: Feature Requests and Suggestions
- Topic: Feature request: other image projections
- Replies: 2
- Views: 2221
Re: Feature request: other image projections
I think your specific use case (multiple screens) should be easy to support, by enabling the functionality in osg and adding options to set up the additional screens. Each screen would still be using rectilinear projection. But with a reduced screen fov it should be good enough.
- 01 Nov 2016, 09:26
- Forum: General
- Topic: Extremely low performance
- Replies: 9
- Views: 7103
Re: Extremely low performance
I also get 30-80 exterior fps on linux with a GTX 960, with water shader off. Usually over 100fps indoors. I'm curious what current specific performance bottlenecks are. I'm still reading about how OSG works, trying to understand the OMW codebase. But considering draw performance tanks when viewing...
- 18 Oct 2016, 08:56
- Forum: Feature Requests and Suggestions
- Topic: Make Fortify Health safe to use
- Replies: 5
- Views: 4663
Re: Make Fortify Health safe to use
Actually the intermediate calculations can be skipped altogether.
When removing fortify health effect just scale current hp by:
hp = hp * (1 - fortify / hpmax)
For the first example:
hp = 100 * (1 - 100 / 200) = 50
Second example:
hp = 150 * (1 - 25 / 150) = 125
When removing fortify health effect just scale current hp by:
hp = hp * (1 - fortify / hpmax)
For the first example:
hp = 100 * (1 - 100 / 200) = 50
Second example:
hp = 150 * (1 - 25 / 150) = 125
- 18 Oct 2016, 08:08
- Forum: Feature Requests and Suggestions
- Topic: Make Fortify Health safe to use
- Replies: 5
- Views: 4663
Re: Make Fortify Health safe to use
Or it could be converted (internally) to a scale factor which should result in consistent/predictable mechanics. potion/spell/on-use enchant: hp = 100 fortify health 100 -> health factor = hp + fh/hp = 2 hp = 200 -> 100 * 2 take 100 damage hp = 100 -> 50 * 2 fortify health effect expires -> health f...
- 04 Oct 2016, 17:38
- Forum: General Development
- Topic: AMD OpenGL performance
- Replies: 4
- Views: 3291
Re: AMD OpenGL performance
That was the first option I've tried.scrawl wrote:You can set environment variables within gdebugger in the project's "Debug settings". These may override environment variables you have set in the OS.
I was afraid I'd haveYou'd need to recompile the engine.
- 01 Oct 2016, 23:10
- Forum: General Development
- Topic: AMD OpenGL performance
- Replies: 4
- Views: 3291
Re: AMD OpenGL performance
OSG_GL_ERROR_CHECKING=OFF doesn't seem to work in conjunction with gDEBugger, might be a gDEBugger issue though. Would be nice if the debugger allowed to skip certain call types, but oh well... Is there eventually a simple way to disable lighting setup from the engine side, just to see how it perfor...
- 01 Oct 2016, 16:35
- Forum: General Development
- Topic: AMD OpenGL performance
- Replies: 4
- Views: 3291
AMD OpenGL performance
There have been quite a few posts about low frame rates with AMD cards. I've got one around and thought to have a look. In the start region I am getting 45-75 fps on my system (Win7x64). Running the game in gDEBugger I see about 55fps. Looking at call counts, there are a bit more than 1000 draw call...
- 24 Sep 2016, 20:53
- Forum: Content Development
- Topic: Workaround for Bug #806
- Replies: 6
- Views: 5537
Re: Workaround for Bug #806
From my understanding bullet collision mesh code uses triangle vertex positions only, can not differentiate between inside and outside. One would have to implement an extra variant (that uses vertex normals?) to handle one sided collisions.