The problem could be serverside. If your server is low on Ram, it could
produce some off results.

sm

On Mon, Mar 16, 2009 at 12:10 PM, [email protected] <
[email protected]> wrote:

>
> 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...)
> >
>

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