Re: [Algorithms] BSP tree, or what?
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From: Pierre T. <pie...@gr...> - 2008-06-04 16:31:14
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In other words, "optimize the worst case". - Pierre > That's just the problem, though, it doesn't get you 4x the framerate. > It gets you 4x the framerate when you're looking over there at this > particular clump of trees (from this particular angle), and normal FPS > when you look anywhere else. If you build the scene to that 4x > figure, most of it will run like crap, and if you build the scene to > the normal figure, you'll be getting (whatever FPS you designed for) > everywhere and a spike to obscene framerates for a half second of a > camera rotation in this particular spot - which isn't particularly > nice. If the FPS was already what you wanted elsewhere, the spike > doesn't get you anything appreciable aside from throwing off the > consistency of your movement and player feedback. > > It only gets you 4x framerate if your scene happens to be built up of > uniformly distributed homogenous occluders, and for the instances > where dPVS-esque tech is often suggested (free roaming RPGs, sandbox > environments, some similar inconsistent and hard to manually occlude > region) you absolutely never have that. There are absolutely scenes > where it makes sense (let's say you have a cityscape made up of clumps > of distinct buildings, but where those buildings uniformly cover a > city block), but those same scenes tend to be the sort of thing you'd > optimize out (those distinct buildings should become a single large > facade per block, lending themselves nicely to a standard large fixed > occluder). > > ... but I admit, I am crusty about this particular tech, and my > arguments have a distinct "darn kids playing your nintendoo video > machines!" flavour. I'm more than willing to be disproven by a > practical example of their implementation, but I'm unconvinced by the > dPVS tech demos. > > On Wed, Jun 4, 2008 at 9:50 AM, Stefan Sandberg > <kef...@gm...> wrote: >> I find that reasoning pretty silly.. >> Wherever you gain performance(or rather, reduce cost), it's a win.. >> Naturally you cap your framerate at something, usually 30-60 fps, that >> doesn't mean that you wont benefit from a solution that >> is capable of 4 times that framerate if you let it loose. Just spend >> that time doing something else.. >> Most graphics artists & designers would massage you daily if you told >> them you figured out a way for them to >> have twice the amount of <something> in the game... >> >> Megan Fox wrote: >>> While this is true, do keep in mind that occluder fusion isn't >>> necessarily going to win you anything you actually want. Consider the >>> case where a collection of trees, viewed just so, occludes 80% of the >>> scene, netting you a significant performance boost. This is a bad >>> thing, not a good thing - because players respond better to a >>> consistently mediocre framerate than they do to a framerate that >>> spikes massively and inconsistently. >>> >>> I'm all for occlusion where it makes sense (big city buildings, big >>> houses, large walls), but most of the places where occluders make >>> sense are probably also places where individual objects are big enough >>> to just be modelled with occluders built in - no need for fusion. The >>> usual example of "and we can take this group of people / cars and >>> occlude everything behind it!" tends to be a plain bad idea, unless >>> you're in the unlikely situation of having a game in which you're >>> absolutely always surrounded by a mass of (something indistinct). >>> >>> >>>> All of those mechanisms can be improved, from a rasterization point of >>>> view, by adding dynamic occluders (ideally with occluder fusion). I >>>> know >>>> that the IHVs say that their cards are efficient enough that you >>>> shouldn't bother, but that's only true for the "GTX" versions -- the >>>> 64-bit versions that end up in the laptops that most of the buying >>>> public are buying, are still very fill rate sensitive. >>>> >>>> Sincerely, >>>> >>>> jw >>>> >>>> >>>> ------------------------------------------------------------------------- >>>> Check out the new SourceForge.net Marketplace. >>>> It's the best place to buy or sell services for >>>> just about anything Open Source. >>>> http://sourceforge.net/services/buy/index.php >>>> _______________________________________________ >>>> GDAlgorithms-list mailing list >>>> GDA...@li... >>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>>> Archives: >>>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>>> >>>> >>> >>> >>> >>> >> >> >> ------------------------------------------------------------------------- >> Check out the new SourceForge.net Marketplace. >> It's the best place to buy or sell services for >> just about anything Open Source. >> http://sourceforge.net/services/buy/index.php >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > > > -- > Megan Fox > Idyllon, LLC > http://www.shalinor.com/ > http://www.idyllon.com/ > > ------------------------------------------------------------------------- > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |