Framerate is purely client-side and the server has 8gb of ram so that is entirely out of the question.
On Mar 16, 12:19 pm, Lc <[email protected]> wrote: > 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...) --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---
