Hi Sacha,

Between 200-400 resulting in a total of 400-800 prims. I've replaced
the 2d trees with better looking 3d trees which perform better as
well, so I couldn't answer the question for RAM. I don't really
understand why this is relevant though, as  the realXtend viewer
should be able to handle numbers like these just fine, like the SL
client can.

Regards,
Jules

On Mar 16, 7:00 am, Lc <[email protected]> wrote:
> 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 atwww.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...)
--~--~---------~--~----~------------~-------~--~----~
http://groups.google.com/group/realxtend
http://www.realxtend.org
-~----------~----~----~----~------~----~------~--~---

Reply via email to