[Algorithms] Optimizing fill-rate for particle generators?
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From: Matt J <mjo...@gm...> - 2006-06-30 13:20:59
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Hi, I have a 200-400 particle generator that I released on my first (private) game alpha. It represents the exhaust fumes of a futuristic space ship. So this generator is pretty fast on the mobility raydeon 9700. However, when the camera gets very close to the particle generator (ala the ship exhaust) it slows down noticeably. Well at this early in the stage I want things running at full speed and glory, not fill-rate limited! I'm assuming that the blending ops themselves are taxing the system..not just because your sorting 400-800 textured/blended triangles, but because up close, all things being constant, it simply can't fill enough pixels. Also it must be the overdraw as well.. if I'm viewing it at an angle there won't be as much overdraw as head-on. So, Is there a way to create maybe a reverse level of detail so when you zoom-up the particles decrease in count but add to the size ..? Is there some way of reducing overdraw by simplication, stencil buffer, anything? Or is this simply something that is handled by avoiding the situation? I want zoom-ups for the cinematic parts of the game... Thanks, Matt http://otowngraphics.blogspot.com |