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From: <sro...@te...> - 2000-07-31 20:03:31
|
well, i dont know for you but i can see the difference beetween 30 and 60 fps Corrosif, Ignore demands from the marketing department to release premature shots. These people are for the most part clueless, and are only trying to justify their job." George Broussard, President of 3DRealms. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Jim Offerman Sent: Monday, July 31, 2000 3:31 PM To: gda...@li... Subject: Re: [Algorithms] FPS Questions > 60fps is the ideal target. I blindly follow the masses here, but I can't help wondering why... Anything above 24-25 fps will not be noticed by the human eye, 30 fps animations look _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we rather crank up the detail some more and all target 30 fps? What makes a 60 fps game more playable than a 30 fps game? Jim Offerman Innovade - designing the designer _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Adam W. <ad...@ar...> - 2000-07-31 19:48:25
|
Ack, seem to have bookmarked page 2, there is a page 1 (http://www.penstarsys.com/editor/30v60/30v60p1.htm). Sorry, adamw ----- Original Message ----- From: "Adam Wright" <ad...@ar...> To: <gda...@li...> Sent: Monday, July 31, 2000 8:44 PM Subject: Re: [Algorithms] FPS Questions (60fps vs 30fps) > http://www.penstarsys.com/editor/30v60/30v60p2.htm > > has a reasonable discussion on the topic. > > adamw > > ----- Original Message ----- > From: "Jim Offerman" <j.o...@in...> > To: <gda...@li...> > Sent: Monday, July 31, 2000 8:31 PM > Subject: Re: [Algorithms] FPS Questions > > > > > 60fps is the ideal target. > > > > I blindly follow the masses here, but I can't help wondering why... > Anything > > above 24-25 fps will not be noticed by the human eye, 30 fps animations > look > > _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we > > rather crank up the detail some more and all target 30 fps? What makes a > 60 > > fps game more playable than a 30 fps game? > > > > Jim Offerman > > > > Innovade > > - designing the designer > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Adam W. <ad...@ar...> - 2000-07-31 19:44:07
|
http://www.penstarsys.com/editor/30v60/30v60p2.htm has a reasonable discussion on the topic. adamw ----- Original Message ----- From: "Jim Offerman" <j.o...@in...> To: <gda...@li...> Sent: Monday, July 31, 2000 8:31 PM Subject: Re: [Algorithms] FPS Questions > > 60fps is the ideal target. > > I blindly follow the masses here, but I can't help wondering why... Anything > above 24-25 fps will not be noticed by the human eye, 30 fps animations look > _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we > rather crank up the detail some more and all target 30 fps? What makes a 60 > fps game more playable than a 30 fps game? > > Jim Offerman > > Innovade > - designing the designer > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Jim O. <j.o...@in...> - 2000-07-31 19:33:15
|
> 60fps is the ideal target. I blindly follow the masses here, but I can't help wondering why... Anything above 24-25 fps will not be noticed by the human eye, 30 fps animations look _really_ smooth. So why are we all targetting for 60 fps? Shouldn't we rather crank up the detail some more and all target 30 fps? What makes a 60 fps game more playable than a 30 fps game? Jim Offerman Innovade - designing the designer |
From: Jim O. <j.o...@in...> - 2000-07-31 19:33:09
|
As I understand it, you not supposed to touch the actual vertex data of a VIPMed and, if the model is at full detail you will have exactly the same data as when you render a 'normal' model. However, in addition you have some 'control data' to govern the process of adding/removing detail (which, like Tom mentions, is all done by manipulating the index list). Since you never send the control data to the rendering API, it won't even know the difference... Jim Offerman Innovade - designing the designer ----- Original Message ----- From: "Jamie Fowlston" <j.f...@re...> To: <gda...@li...> Sent: Monday, July 31, 2000 8:32 PM Subject: Re: [Algorithms] VIPM on a machine with DMA :) > Still have to DMA the vertex data, which is larger for VIPMed models (am I > right? I've not implemented VIPM, but think I've understood the general idea). > So total transfer is larger than it would be for non-VIPMed model. We're > expecting to be DMA speed constrained rather than draw speed constrained. > > Have you actually implemented VIPM on... that machine? :) Some sort of > algorithms-style section in the support newsgroup would be nice, and I could > stop waffling and talk specifics.... :) Talk about LoD would be useful. I'll > post something.... > > I know some stuff about other consoles... but AFAIK, I can't say which or how > much. Aren't NDAs fun? :) > > Jamie > > > Tom Forsyth wrote: > > > > From: Jamie Fowlston [mailto:j.f...@re...] > > > > [snip] > > > > > Not regardless of hardware. For us, drawing several instances > > > of the same model > > > saves us DMA bandwidth. CLOD trashes the ability to do that. > > > > VIPM won't. Since you use the same vertex data for all levels of detail, > > multiple instances are very cheap. All you change is a bunch of indices. On > > two of the future consoles I know well enough(*) to comment on, this will be > > nice and fast. You'll need to DMA across the new indices, but that's tiny > > amounts of memory. You may even be able to do the VIPM expands/collapses on > > the ... you know ... thing that does the transforms - the expand/collapse > > routine is absurdly simple. Which will make multiple instances awesomely > > cheap! > > > > Oh dear - I'm off again about VIPM. Sorry list :-) > > > > > Polygons are very > > > cheap to draw, so we might as well draw them.... Unless > > > anyone else knows > > > better? :) > > > > > > Maybe when we've had more experience of the machine we'll > > > change our minds. :) > > > > > > Jamie > > > > Tom Forsyth - Muckyfoot bloke. > > Whizzing and pasting and pooting through the day. > > > > (*) The one I don't know about, I knew exactly one hard fact about it - its > > name. And then they changed it, and I can't remember what to. So I now know > > precisely zero about it :-) > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Tom F. <to...@mu...> - 2000-07-31 19:04:01
|
> From: Jamie Fowlston [mailto:j.f...@re...] > > > Still have to DMA the vertex data, which is larger for VIPMed > models (am I > right? I've not implemented VIPM, but think I've understood > the general idea). No, the vertex data is precisely as big as your most-detailed model - that is, the most detailed model you want to draw that frame (or that instance or whatever). There is zero bloating of vertex data. The index data is indexed lists, so that's very slightly bloated from indexed strips in some cases, but probably not so you'd notice - indices are tiny compared to the vertices anyway. And the collapse/expand info is moderately big thinking about it (12 bytes per collapse on average I think - I can't remember), so it may not be a win to do the collapse/expand on the "non-CPU unit" - who can tell? It's pretty quick on both to be honest. > So total transfer is larger than it would be for non-VIPMed > model. We're > expecting to be DMA speed constrained rather than draw speed > constrained. Indeed, that's what I woudl expect too - the DMA seems to be the hardest thing to get right about the machine. But fortunately there is no bloat. Go and read Charles Bloom's excellent VIPM tutorial (one day I'll get around to doing my own - actually, there's not much point - it'll be identical to Charles'). (http://208.55.130.3/3d/ - sixth link down). > Have you actually implemented VIPM on... that machine? :) Some sort of > algorithms-style section in the support newsgroup would be > nice, and I could > stop waffling and talk specifics.... :) Talk about LoD would > be useful. I'll > post something.... No, I haven't actually played with that machine yet, except in my head from the specs (and I'm not on the newsgroup or anything). Busy enough playing with the Dreamcast! I have implemented it on the PC, using similar sorts of semantics - Optimised VBs. There, DMA speed (well, AGP bus speed) is king as well. > I know some stuff about other consoles... but AFAIK, I can't > say which or how > much. Aren't NDAs fun? :) Grrrr. :-) > Jamie Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. |
From: Jamie F. <j.f...@re...> - 2000-07-31 18:32:55
|
Still have to DMA the vertex data, which is larger for VIPMed models (am I right? I've not implemented VIPM, but think I've understood the general idea). So total transfer is larger than it would be for non-VIPMed model. We're expecting to be DMA speed constrained rather than draw speed constrained. Have you actually implemented VIPM on... that machine? :) Some sort of algorithms-style section in the support newsgroup would be nice, and I could stop waffling and talk specifics.... :) Talk about LoD would be useful. I'll post something.... I know some stuff about other consoles... but AFAIK, I can't say which or how much. Aren't NDAs fun? :) Jamie Tom Forsyth wrote: > > From: Jamie Fowlston [mailto:j.f...@re...] > > [snip] > > > Not regardless of hardware. For us, drawing several instances > > of the same model > > saves us DMA bandwidth. CLOD trashes the ability to do that. > > VIPM won't. Since you use the same vertex data for all levels of detail, > multiple instances are very cheap. All you change is a bunch of indices. On > two of the future consoles I know well enough(*) to comment on, this will be > nice and fast. You'll need to DMA across the new indices, but that's tiny > amounts of memory. You may even be able to do the VIPM expands/collapses on > the ... you know ... thing that does the transforms - the expand/collapse > routine is absurdly simple. Which will make multiple instances awesomely > cheap! > > Oh dear - I'm off again about VIPM. Sorry list :-) > > > Polygons are very > > cheap to draw, so we might as well draw them.... Unless > > anyone else knows > > better? :) > > > > Maybe when we've had more experience of the machine we'll > > change our minds. :) > > > > Jamie > > Tom Forsyth - Muckyfoot bloke. > Whizzing and pasting and pooting through the day. > > (*) The one I don't know about, I knew exactly one hard fact about it - its > name. And then they changed it, and I can't remember what to. So I now know > precisely zero about it :-) > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Tom F. <to...@mu...> - 2000-07-31 18:12:49
|
> From: Jamie Fowlston [mailto:j.f...@re...] [snip] > Not regardless of hardware. For us, drawing several instances > of the same model > saves us DMA bandwidth. CLOD trashes the ability to do that. VIPM won't. Since you use the same vertex data for all levels of detail, multiple instances are very cheap. All you change is a bunch of indices. On two of the future consoles I know well enough(*) to comment on, this will be nice and fast. You'll need to DMA across the new indices, but that's tiny amounts of memory. You may even be able to do the VIPM expands/collapses on the ... you know ... thing that does the transforms - the expand/collapse routine is absurdly simple. Which will make multiple instances awesomely cheap! Oh dear - I'm off again about VIPM. Sorry list :-) > Polygons are very > cheap to draw, so we might as well draw them.... Unless > anyone else knows > better? :) > > Maybe when we've had more experience of the machine we'll > change our minds. :) > > Jamie Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. (*) The one I don't know about, I knew exactly one hard fact about it - its name. And then they changed it, and I can't remember what to. So I now know precisely zero about it :-) |
From: Keith Z.L. <ke...@dr...> - 2000-07-31 18:12:39
|
60fps is the ideal target. Instead of using a timer, what I do is add up the elapsed time from the previous frame until it is greater than 1 sec. at that point I compute the average frame rate and reset to zero. I do it this way because windows has a great deal of variance in the timer function. If you use a multi-media timer you can get better accuracy, but at a cost of performance. Keith DreamForge Steve Wood wrote: > Personally, I use a counter for the number of frames I render, plus use a > timer at 1 second intervals to display the count and reset it for the next > second. I don't have any game code yet...just the collision testing and > 10,000 tris with one point light and ability to 'fly' around the world which > consists of a sphere, a triangular pyramid, and two square boxes. I get 70 > fps at 640x480x32 running a PII-350 with Creative Labs Rive TNT AGP, but > drops down to 55 when the objects completely fill the screen. > > R&R > > > -----Original Message----- > > From: Pai-Hung Chen [mailto:pa...@ac...] > > Sent: Sunday, July 30, 2000 3:18 PM > > To: GDA...@li... > > Subject: [Algorithms] FPS Questions > > > > > > Hi, > > > > (1) Is there a universally agreed way to calculate > > Frame-Per-Second information? > > > > (2) What is the acceptable FPS for today's 3D games? > > > > Thanks, > > > > Pai-Hung Chen > > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Jamie F. <j.f...@re...> - 2000-07-31 17:44:37
|
Jim Offerman wrote: > > Great idea, does it really happen in practice? We seem to end up starting > from > > scratch every time. Or at least taking the old stuff, using it as a base, > and > > then rewriting most of it. New consoles don't help, of course :) > > I am quite a fanatic reuser... while some parts of my engine are written > only yesterday, other parts are several years old and have survived many > generations of my engine. Impressive :) > I find myself constantly tweaking the parts of the > engine which interface with stuff like direct3d (technology side) and such > all the time, Us console programmers just get a new console to play with :) > while my scenegraph (content side) has remained quite constant > for several years now. > > > That definitely makes sense. All our geometry is going through the same > > pipeline. CLOD does not make sense for us given time constraints, and it > > doesn't fit the hardware too well either (according to our somewhat > limited > > research :). Next generation of games, we may try something a little more > > procedural, but not for the mo.... > > Admittedly, I cannot really afford to spend much time on progressive meshes, > my biggest worry at the moment is getting my game up and running. Still, I > am always on my toes and looking ahead... Given the architecture of my > engine, VIPM is the way to go for me, since it can be implemented in my > engine with quite little effort (the hard part is writing the code that > generates the VIPM...) and in addition it is _very_ hardware friendly. Not regardless of hardware. For us, drawing several instances of the same model saves us DMA bandwidth. CLOD trashes the ability to do that. Polygons are very cheap to draw, so we might as well draw them.... Unless anyone else knows better? :) Maybe when we've had more experience of the machine we'll change our minds. :) Jamie |
From: Jamie F. <j.f...@re...> - 2000-07-31 17:39:19
|
> > It does happen when the engine has some nice generalities to it. Even if > none of the actual code get shared (which is the usual case, admittedly), > the people involved usualy just rewrite what they had before, maybe with a > few neat tricks they've learned in the meantime. You can rewrite something > very quickly if you've done it once and solved all the hard problems. It's > that sort of "reuse" I meant, rather than the actual code itself. Plenty of ideas live past the original code, that's true :) > > > [snip] > > Algorithms that scale well are a good thing... he says, > > frantically trying to > > convince himself the thread's not OT.... :) > > I don't think it's even close to OT - this is a games algorithms list, and > LoD algorithms are amongst the trickiest and most varied algorithms out > there. True, this just seems peripheral to the algorithms themselves :) Jamie |
From: Brian M. <bma...@ra...> - 2000-07-31 16:59:06
|
> Is this true in the PC market? For consoles, you get most sales > in early days, > very little afterward. Tom's suggestion that you can still be > looking good in n > years time isn't matched by sales in our circumstances. This varies a lot with product - Goldeneye has sold many millions but started very slowly - a few hundred thousand. And it's still selling. Scalability for a console is more useful for load balancing the engine to keep the frame rate and detail. Or for handling things like play modes that need twice the number of character on screen. One challenge I'm working on here is getting the processor time to scale in line with the graphics - there are solutions for scaling the graphics that work nicely - processor scaling is proving something more difficult. Also making the artists more productive is a very big thing - just building one version with automatic lodding helps a lot, even before you get to the authoring approaches like Tom F. has detailed. -Brian. |
From: Steve W. <Ste...@im...> - 2000-07-31 16:57:36
|
OOPS! I meant 1,000 tris. Personally, I use a counter for the number of frames I render, plus use a timer at 1 second intervals to display the count and reset it for the next second. I don't have any game code yet...just the collision testing and 10,000 tris with one point light and ability to 'fly' around the world which consists of a sphere, a triangular pyramid, and two square boxes. I get 70 fps at 640x480x32 running a PII-350 with Creative Labs Rive TNT AGP, but drops down to 55 when the objects completely fill the screen. R&R > -----Original Message----- > From: Pai-Hung Chen [mailto:pa...@ac...] > Sent: Sunday, July 30, 2000 3:18 PM > To: GDA...@li... > Subject: [Algorithms] FPS Questions > > > Hi, > > (1) Is there a universally agreed way to calculate > Frame-Per-Second information? > > (2) What is the acceptable FPS for today's 3D games? > > Thanks, > > Pai-Hung Chen > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > -----Original Message----- > From: Pai-Hung Chen [mailto:pa...@ac...] > Sent: Sunday, July 30, 2000 3:18 PM > To: GDA...@li... > Subject: [Algorithms] FPS Questions > > > Hi, > > (1) Is there a universally agreed way to calculate > Frame-Per-Second information? > > (2) What is the acceptable FPS for today's 3D games? > > Thanks, > > Pai-Hung Chen > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Steve W. <Ste...@im...> - 2000-07-31 16:54:41
|
Personally, I use a counter for the number of frames I render, plus use a timer at 1 second intervals to display the count and reset it for the next second. I don't have any game code yet...just the collision testing and 10,000 tris with one point light and ability to 'fly' around the world which consists of a sphere, a triangular pyramid, and two square boxes. I get 70 fps at 640x480x32 running a PII-350 with Creative Labs Rive TNT AGP, but drops down to 55 when the objects completely fill the screen. R&R > -----Original Message----- > From: Pai-Hung Chen [mailto:pa...@ac...] > Sent: Sunday, July 30, 2000 3:18 PM > To: GDA...@li... > Subject: [Algorithms] FPS Questions > > > Hi, > > (1) Is there a universally agreed way to calculate > Frame-Per-Second information? > > (2) What is the acceptable FPS for today's 3D games? > > Thanks, > > Pai-Hung Chen > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Jim O. <j.o...@in...> - 2000-07-31 16:04:15
|
> Great idea, does it really happen in practice? We seem to end up starting from > scratch every time. Or at least taking the old stuff, using it as a base, and > then rewriting most of it. New consoles don't help, of course :) I am quite a fanatic reuser... while some parts of my engine are written only yesterday, other parts are several years old and have survived many generations of my engine. I find myself constantly tweaking the parts of the engine which interface with stuff like direct3d (technology side) and such all the time, while my scenegraph (content side) has remained quite constant for several years now. > That definitely makes sense. All our geometry is going through the same > pipeline. CLOD does not make sense for us given time constraints, and it > doesn't fit the hardware too well either (according to our somewhat limited > research :). Next generation of games, we may try something a little more > procedural, but not for the mo.... Admittedly, I cannot really afford to spend much time on progressive meshes, my biggest worry at the moment is getting my game up and running. Still, I am always on my toes and looking ahead... Given the architecture of my engine, VIPM is the way to go for me, since it can be implemented in my engine with quite little effort (the hard part is writing the code that generates the VIPM...) and in addition it is _very_ hardware friendly. Jim Offerman Innovade - designing the designer |
From: Blade S.N <he...@ci...> - 2000-07-31 13:57:28
|
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From: Tom F. <to...@mu...> - 2000-07-31 13:43:53
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> From: Jamie Fowlston [mailto:j.f...@re...] > > Jim Offerman wrote: > > > > It's a nice idea, but is it worth the cost in development time? > > > > I think that any form of scalability (whether it is > achieved through some > > pre-calculated LoD levels or through advanced techniques, like the > > forementioned VIPM, or even just scalability/modularity of > your engine it > > self) is worth the cost in development time, since it > potentially increases > > the replayability of your game and/or the reusability of > your engine. > > > > So your game can potentially sell more copies of a longer > period, since it > > can still compete with the newest releases (hence you earn > more money with > > it) > > Is this true in the PC market? For consoles, you get most > sales in early days, > very little afterward. Tom's suggestion that you can still be > looking good in n > years time isn't matched by sales in our circumstances. There are a few games that have the distinction of earning money well past the usual sell-by date. True, most of them tend to be the "sim" or "theme" games, but there is the odd graphics-heavy one (e.g. Half-Life, though it is helped by having more superb mods than you can empty a full mag at). Having a good scalable engine can only help... > > and you can potentially reduce the development cycle of > your next game, > > since you already have a good basis to start from. > > Great idea, does it really happen in practice? We seem to end > up starting from > scratch every time. Or at least taking the old stuff, using > it as a base, and > then rewriting most of it. New consoles don't help, of course :) It does happen when the engine has some nice generalities to it. Even if none of the actual code get shared (which is the usual case, admittedly), the people involved usualy just rewrite what they had before, maybe with a few neat tricks they've learned in the meantime. You can rewrite something very quickly if you've done it once and solved all the hard problems. It's that sort of "reuse" I meant, rather than the actual code itself. [snip] > Algorithms that scale well are a good thing... he says, > frantically trying to > convince himself the thread's not OT.... :) I don't think it's even close to OT - this is a games algorithms list, and LoD algorithms are amongst the trickiest and most varied algorithms out there. > Jamie Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. |
From: Jamie F. <j.f...@re...> - 2000-07-31 13:15:35
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Jim Offerman wrote: > > It's a nice idea, but is it worth the cost in development time? > > I think that any form of scalability (whether it is achieved through some > pre-calculated LoD levels or through advanced techniques, like the > forementioned VIPM, or even just scalability/modularity of your engine it > self) is worth the cost in development time, since it potentially increases > the replayability of your game and/or the reusability of your engine. > > So your game can potentially sell more copies of a longer period, since it > can still compete with the newest releases (hence you earn more money with > it) Is this true in the PC market? For consoles, you get most sales in early days, very little afterward. Tom's suggestion that you can still be looking good in n years time isn't matched by sales in our circumstances. > and you can potentially reduce the development cycle of your next game, > since you already have a good basis to start from. > Great idea, does it really happen in practice? We seem to end up starting from scratch every time. Or at least taking the old stuff, using it as a base, and then rewriting most of it. New consoles don't help, of course :) > > Scalability combined with modularity can even save you development time. If > you implement a general case CLOD algorithm in your engine, you can apply > this technique to both your game entities (units, buildings, etc.) and your > terrain. Such a decision may have far reaching consequences: Since all your > geometry is essentially the same, you can also handle all your geometry in > the same way, which means less special case algorithms (which makes sense, > since everything is evolving to more general case algorithms anyway...) and > thus less code to write and debug. That definitely makes sense. All our geometry is going through the same pipeline. CLOD does not make sense for us given time constraints, and it doesn't fit the hardware too well either (according to our somewhat limited research :). Next generation of games, we may try something a little more procedural, but not for the mo.... Algorithms that scale well are a good thing... he says, frantically trying to convince himself the thread's not OT.... :) Jamie |
From: Dave S. <Dav...@sd...> - 2000-07-31 13:09:11
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> (1) Is there a universally agreed way to calculate > Frame-Per-Second information? > It's platform-dependent. > (2) What is the acceptable FPS for today's 3D games? > Good animation is 30 fps. So so...20. 15 or less is blah. Anymore than 30 is just game engine hype. :-) -DaveS |
From: Stephen J B. <sj...@li...> - 2000-07-31 13:05:55
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On Sun, 23 Jul 2000, Lorrimar wrote: > I'm curious on how to derive transformation matrices in 2d and 3d for things > like shear and rotate. I've had an attempt at the maths but it didn't really > work out. I'm wondering if anyone knows any internet resources that derive > these matrices, and not just provide them. Read this: http://web2.airmail.net/sjbaker1/matrices_can_be_your_friends.html Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Stephen J B. <sj...@li...> - 2000-07-31 13:03:56
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On Sun, 23 Jul 2000, Brian Marshall wrote: > The N64 supports this op. It was used for the bullet holes in Perfect Dark > (and Goldeneye.). It still doesn't give a glitch free result. It does 'clip' > to the edges on polygons when the decal goes over the edge of the polygon > its sat on, but its really just scissoring with Z to do that. > One thing to remember is that the error in the z slope calculations on the > small decal polygon is higher than that on a larger (in screen space) > polygon. So you are always going to have some accuracy worries. Using one > decal polygon the same size as the surface it's resting on may work very > well. With individual decals someone will always get them all on one wall if > you let them - which is a big hit with individual decals, small with one big > decal. > Unless you can use precisely the same polygon for generating Z values you > will need to add Z-bias to minimize glitching. Strictly speaking (in OpenGL at least), even making the polygons the same size won't guarantee no Z-fighting. The OpenGL spec allows implementations to generate different Z values even when vertices are shared when certain GL states are not shared. The reason for that is that you might (for example) have to do a software fallback for one set of states and not for the other - since software and hardware rendering are unlikely to generate the exact same Z values, you can't guarantee no Z-fighting. However, you'll probably get away with it on most machines. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Jim O. <j.o...@in...> - 2000-07-31 12:06:27
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> It's a nice idea, but is it worth the cost in development time? I think that any form of scalability (whether it is achieved through some pre-calculated LoD levels or through advanced techniques, like the forementioned VIPM, or even just scalability/modularity of your engine it self) is worth the cost in development time, since it potentially increases the replayability of your game and/or the reusability of your engine. So your game can potentially sell more copies of a longer period, since it can still compete with the newest releases (hence you earn more money with it) and you can potentially reduce the development cycle of your next game, since you already have a good basis to start from. Scalability combined with modularity can even save you development time. If you implement a general case CLOD algorithm in your engine, you can apply this technique to both your game entities (units, buildings, etc.) and your terrain. Such a decision may have far reaching consequences: Since all your geometry is essentially the same, you can also handle all your geometry in the same way, which means less special case algorithms (which makes sense, since everything is evolving to more general case algorithms anyway...) and thus less code to write and debug. Jim Offerman Innovade - designing the designer |
From: Tom F. <to...@mu...> - 2000-07-31 11:42:35
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Well, that's the real trick, isn't it? You certainly need some sort of order-of-magnitude scalability - existing cards and systems have that large a variation in performance - so you need to invest the coder development time anyway. The real trick is getting that scalability without chewing through artist and animator time. And for most things, the stuff I talked about at WGDC(*) fits the bill nicely, which is cool. Particle systems are dead easy to scale as long as you build it into the system at design time (ditto for explosions, lightning, etc). And landscapes have been talked about endlessly... Then there's the basic scalabiity of what texturing and rendering you use - that's a case of picking sensible fallback rendering styles when your fabulous eight-texture bumpmapping shadowed thing doesn't run fast enough on a Voodoo1. Resoloution, texture memory, display depth, etc. fallbacks (basically, make mipmaps, and be ready to ditch any stencil-buffer or destination alpha effects). All these things need to be done anyway to cope with current cards, and it's a good idea to plan ahead for two reasons. First, you can re-use a lot of your engine (assuming it fits the game type), and second, if you slip by six months, your game doesn't look obsolete when it's released (which certainly has happened to some games that slip). Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. (*) http://www.muckyfoot.com/downloads/tom.shtml > -----Original Message----- > From: Jamie Fowlston [mailto:j.f...@re...] > Sent: 31 July 2000 12:06 > To: gda...@li... > Subject: Re: [Algorithms] Scalability costs > > > It's a nice idea, but is it worth the cost in development time? > > Jamie > > > Jim Offerman wrote: > > > Hail to scalability :-) > > > > Jim Offerman > > > > Innovade > > - designing the designer > > > > ----- Original Message ----- > > From: "Tom Forsyth" <to...@mu...> > > To: <gda...@li...> > > Sent: Monday, July 31, 2000 11:04 AM > > Subject: RE: [Algorithms] Terrain Organization > > > > > Indeed - my goal for graphics systems is that when they > are released, they > > > should be able to bring even the best existing machine > down to sub-1Hz > > speed > > > if you turn all the detail levels up, and yet have > perfectly acceptable > > > performance on five-year-old machines with the auto-LoD > system on. That > > way > > > you know (a) you've done a good job of scaling stuff, (b) > you're pretty > > sure > > > you can re-use the engine (or something derived from it) > for the next > > > project, and (c) people will still play your game in five > years - it won't > > > look sad. Oh yes, and (d) you might get some good > bundling deals with new > > > graphics cards - and they're always welcome. > > > > > > Tom Forsyth - Muckyfoot bloke. > > > Whizzing and pasting and pooting through the day. > > > > > > > -----Original Message----- > > > > From: Jim Offerman [mailto:j.o...@in...] > > > > Sent: 31 July 2000 08:09 > > > > To: gda...@li... > > > > Subject: Re: [Algorithms] Terrain Organization > > > > > > > > > > > > > As for not everyone having TnL cards, well, I thought that > > > > any game which > > > > is > > > > > *now* in development will probably run on fast systems. By > > > > fast I mean > > > > either > > > > > TnL, or on CPUs which are fast enough that regular cards > > > > don't suffer too > > > > > much. Anyway, this is up to you, it depends on you budget > > > > and a lot of > > > > other > > > > > things. > > > > > > > > If you are going to implement some form of CLOD (this is > > > > where Tom Forsyth > > > > would promote using VIPM - which is not a bad idea at all), I > > > > think you > > > > should couple the runtime error calculations to your fps... > > > > i.e. if your fps > > > > drops, crank down all lod levels in the game until the > fps reaches an > > > > acceptable level. Your gime might be spitting out 100K tris > > > > per second on a > > > > souped up PIII with GeForce2 GTS and pump through a humble > > > > 15K on a PII with > > > > TNT PCI. > > > > > > > > And, since you have tied your CLOD calculations to the > fps you could > > > > (theoratically) also truly design your game for the future - > > > > i.e. use models > > > > which by todays standards contain far to many triangles, the > > > > CLOD will keep > > > > performance acceptable on today's high end hardware and > > > > increase detail on > > > > tomorrow's hardware. Imagine playing Half-Life again, > finding that the > > > > overall detail has increased by a factor ten. > > > > > > > > Jim Offerman > > > > > > > > Innovade > > > > - designing the designer > > > > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Jamie F. <j.f...@re...> - 2000-07-31 11:06:08
|
It's a nice idea, but is it worth the cost in development time? Jamie Jim Offerman wrote: > Hail to scalability :-) > > Jim Offerman > > Innovade > - designing the designer > > ----- Original Message ----- > From: "Tom Forsyth" <to...@mu...> > To: <gda...@li...> > Sent: Monday, July 31, 2000 11:04 AM > Subject: RE: [Algorithms] Terrain Organization > > > Indeed - my goal for graphics systems is that when they are released, they > > should be able to bring even the best existing machine down to sub-1Hz > speed > > if you turn all the detail levels up, and yet have perfectly acceptable > > performance on five-year-old machines with the auto-LoD system on. That > way > > you know (a) you've done a good job of scaling stuff, (b) you're pretty > sure > > you can re-use the engine (or something derived from it) for the next > > project, and (c) people will still play your game in five years - it won't > > look sad. Oh yes, and (d) you might get some good bundling deals with new > > graphics cards - and they're always welcome. > > > > Tom Forsyth - Muckyfoot bloke. > > Whizzing and pasting and pooting through the day. > > > > > -----Original Message----- > > > From: Jim Offerman [mailto:j.o...@in...] > > > Sent: 31 July 2000 08:09 > > > To: gda...@li... > > > Subject: Re: [Algorithms] Terrain Organization > > > > > > > > > > As for not everyone having TnL cards, well, I thought that > > > any game which > > > is > > > > *now* in development will probably run on fast systems. By > > > fast I mean > > > either > > > > TnL, or on CPUs which are fast enough that regular cards > > > don't suffer too > > > > much. Anyway, this is up to you, it depends on you budget > > > and a lot of > > > other > > > > things. > > > > > > If you are going to implement some form of CLOD (this is > > > where Tom Forsyth > > > would promote using VIPM - which is not a bad idea at all), I > > > think you > > > should couple the runtime error calculations to your fps... > > > i.e. if your fps > > > drops, crank down all lod levels in the game until the fps reaches an > > > acceptable level. Your gime might be spitting out 100K tris > > > per second on a > > > souped up PIII with GeForce2 GTS and pump through a humble > > > 15K on a PII with > > > TNT PCI. > > > > > > And, since you have tied your CLOD calculations to the fps you could > > > (theoratically) also truly design your game for the future - > > > i.e. use models > > > which by todays standards contain far to many triangles, the > > > CLOD will keep > > > performance acceptable on today's high end hardware and > > > increase detail on > > > tomorrow's hardware. Imagine playing Half-Life again, finding that the > > > overall detail has increased by a factor ten. > > > > > > Jim Offerman > > > > > > Innovade > > > - designing the designer > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Jim O. <j.o...@in...> - 2000-07-31 10:53:20
|
Hail to scalability :-) Jim Offerman Innovade - designing the designer ----- Original Message ----- From: "Tom Forsyth" <to...@mu...> To: <gda...@li...> Sent: Monday, July 31, 2000 11:04 AM Subject: RE: [Algorithms] Terrain Organization > Indeed - my goal for graphics systems is that when they are released, they > should be able to bring even the best existing machine down to sub-1Hz speed > if you turn all the detail levels up, and yet have perfectly acceptable > performance on five-year-old machines with the auto-LoD system on. That way > you know (a) you've done a good job of scaling stuff, (b) you're pretty sure > you can re-use the engine (or something derived from it) for the next > project, and (c) people will still play your game in five years - it won't > look sad. Oh yes, and (d) you might get some good bundling deals with new > graphics cards - and they're always welcome. > > Tom Forsyth - Muckyfoot bloke. > Whizzing and pasting and pooting through the day. > > > -----Original Message----- > > From: Jim Offerman [mailto:j.o...@in...] > > Sent: 31 July 2000 08:09 > > To: gda...@li... > > Subject: Re: [Algorithms] Terrain Organization > > > > > > > As for not everyone having TnL cards, well, I thought that > > any game which > > is > > > *now* in development will probably run on fast systems. By > > fast I mean > > either > > > TnL, or on CPUs which are fast enough that regular cards > > don't suffer too > > > much. Anyway, this is up to you, it depends on you budget > > and a lot of > > other > > > things. > > > > If you are going to implement some form of CLOD (this is > > where Tom Forsyth > > would promote using VIPM - which is not a bad idea at all), I > > think you > > should couple the runtime error calculations to your fps... > > i.e. if your fps > > drops, crank down all lod levels in the game until the fps reaches an > > acceptable level. Your gime might be spitting out 100K tris > > per second on a > > souped up PIII with GeForce2 GTS and pump through a humble > > 15K on a PII with > > TNT PCI. > > > > And, since you have tied your CLOD calculations to the fps you could > > (theoratically) also truly design your game for the future - > > i.e. use models > > which by todays standards contain far to many triangles, the > > CLOD will keep > > performance acceptable on today's high end hardware and > > increase detail on > > tomorrow's hardware. Imagine playing Half-Life again, finding that the > > overall detail has increased by a factor ten. > > > > Jim Offerman > > > > Innovade > > - designing the designer > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > |