OK ,after some test mostly on "traverserTest" from Broomstick examples I
found that the implementation works rather partially.Would be happy to get
corrected by someone from the dev team because got no response till
now.Apparently in the team demo there are many plane prims which get perfect
FPS only when you add each of them to tree.But I found that in fact what
gives the magic is far plane of the frustum which is set to 10000 while the
random disperse of the object are in radius of 50000.SO most of the work is
done by limitation of far plane.Just set it to 50000 and the FPS falls
drastically and seems that Octree has no effect (or very minimal).In my case
I build a huge environment (for some conference I speak in a week) .I deploy
procedurally some 450 building which are in total have some 600000 polys.I
tried to assign an octree and even grouping the buildings and then adding
those groups to several different partitions.I noticed a slight
improvements.But in general what helped me really was the far plane
restriction .

Once again any input on partitions stuff from the team would be much
appreciated.

BTW ,tried to make something big like this:
http://www.youtube.com/watch?v=-d2-PtK4F6Y

<http://www.youtube.com/watch?v=-d2-PtK4F6Y>But even that we deal with
Molehill it can't be compared to  OpenGL and C++ :(  .After 800 building
setup  the FPS is impossible .So was forced to give up to such an ambitions
;) .

On Sat, May 21, 2011 at 11:23 PM, Tiago Ling <[email protected]> wrote:

> I tried the same with some variations but got the same results as you.
>
> I don't know if it has something to do with the planes in TraverserTest
> being far from each other, or if they're out of the camera field of vision
> most of the time.
>
> Maybe if someone could give us an explanation on how the partition works?
>
> Thanks
>
>
> 2011/5/20 Michael Iv <[email protected]>
>
>> HI all.Could anyone give some tips on working with Octree nodes? I have a
>> large scene.I put into it around 15000 cubes with default segments.The
>> Performance drops significantly.I checked the example "TraverserTest" and
>> notices that the total poly count much higher than mine and the scene runs
>> smoother thanks to Octree.Doing the same in my scene (creating
>> octree,assigning it as partition to each Cube) doesn't return desired
>> result.The FPS still sucks.
>>
>> Thanks.
>>
>> --
>> Michael Ivanov ,Programmer
>> Neurotech Solutions Ltd.
>> Flex|Air |3D|Unity|
>> www.neurotechresearch.com
>> http://blog.alladvanced.net
>> Tel:054-4962254
>> [email protected]
>> [email protected]
>>
>>
>


-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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