Hi

Could you tell us how many trees did you set, the RAM, how many objects in
your scene ?

Sacha

On Sun, Mar 15, 2009 at 12:59 PM, [email protected] <
[email protected]> wrote:

>
> update:
>
> I think the rendering process of primitive-type objects is REALLY
> inefficient somehow. I got the following:
> http://www.marlinstudios.com/products/treefarm/treefarm.html
>
> These trees look A LOT better (seriously they look awesome) and should
> be far more intensive on the graphics driver of any computer. Here's
> the kicker though: I put about 160 10k-ish poly trees right next to
> each other and they are running at 50 fps. huh?
>
> I've had a similar problem once with my demo project (you can see the
> movie on the homepage at www.visibuild3d.com). I originally built out
> the area with prims (the houses) and got about 15 fps out of it (on my
> old laptop) in rex mode and 30-ish on SL-mode. I then proceeded to
> model all the houses in 3ds max and the framerate shot way up...
>
> So is rendering primitives just inefficient or what is the deal here?
> I think there should be a huge warning sign on that before anyone
> tries to undertake any serious project with realxtend that uses a lot
> of primitives...
>
> On Mar 14, 12:30 pm, "[email protected]"
> <[email protected]> wrote:
> > Hiya,
> >
> > I ran into a bit of a complication with the performance of the OGRE 3d
> > engine here.
> >
> > The scene I am using is basically made up of:
> >
> > -5 1024x1024 textures (trees and shrubs)
> > Instanced in 300 tree objects across the scene
> > No complicated geometry. The landscape mesh they are placed on is
> > about 400 polygons.
> >
> > FPS in OGRE-mode: 7
> > FPS in SL mode: 60
> >
> > System:
> > Intel Core2Quad Q8200
> > Nvidia GeForce 9800GTX
> > 8gb RAM
> >
> > I don't even want to imagine how this runs on lower-end systems. Is
> > there any way to fix this?
> >
> > (My made up solution, create all the trees in a 3d mesh and make sure
> > the textures are applied correctly and so forth, that way you only
> > have one texture that is tiled across the entire mesh of trees, but
> > that should not be necessary...)
> >
>

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