Phoenix Engine 6-20-05 Optimizations

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David
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Phoenix Engine 6-20-05 Optimizations

Post by David » Tue Jun 21, 2005 3:41 am

I added view frustum culling (objects that are out of the field of view are not drawn) and a new form of frame coherency optimization. Basically it means that it only draws objects that have changed from your point of view, so the slower you are moving the faster your framerate will be. This is a proof of concept at the moment, so it is only really effective when the camera is not moving at all (except rotation).

This is a crowd of 10,000 models of 150,000 polygons each.
Image

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Crill3
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Post by Crill3 » Tue Jun 21, 2005 11:24 am

Incredible! Is this "frustum culling" common in games?
Or are your game going to get famous for this?
:D

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Post by zip » Tue Jun 21, 2005 11:39 am

It's not a new concept.
How many frames per second where you getting? Its obscured by the sand texture.
If it's over 30 I would be extremely impressed O.o

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Post by Jeff » Tue Jun 21, 2005 12:33 pm

This has never been done before in a game. David is getting 69 FPS. We'll see if it's actually feasible though.

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Post by zip » Tue Jun 21, 2005 1:06 pm

I was referring to frustum culling.

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Lugaruman100
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Post by Lugaruman100 » Tue Jun 21, 2005 2:23 pm

Interesting even though there red, green, and blue colors in the upper part of the screenshot. You should create a sence next. Like create a town and see how it's rendered in the engine.

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Post by David » Tue Jun 21, 2005 2:44 pm

There are colors there because there are colored light sources there.

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Post by ridestowe » Tue Jun 21, 2005 2:47 pm

holy god! you must be either running a REALLY fast computer or have made a REALLY good engine

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Post by zip » Tue Jun 21, 2005 3:05 pm

I think it's a mix of the two.

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Post by hdlsa » Tue Jun 21, 2005 4:16 pm

ridestowe wrote:holy god! you must be either running a REALLY fast computer or have made a REALLY good engine
Actually, it's easier to run that because the characters are untextured. In the final vesion of whatever, there will hopefully be fully clothed and textured characters, thus making the game run slower. Also, like David said, this is a still photo, when your playing the game it will also have a big effect.

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Post by Jeff » Tue Jun 21, 2005 8:52 pm

hdlsa wrote:
ridestowe wrote:holy god! you must be either running a REALLY fast computer or have made a REALLY good engine
Actually, it's easier to run that because the characters are untextured. In the final vesion of whatever, there will hopefully be fully clothed and textured characters, thus making the game run slower. Also, like David said, this is a still photo, when your playing the game it will also have a big effect.
The final game won't have crowds of 10,000 either...

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Lugaruman100
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Post by Lugaruman100 » Tue Jun 21, 2005 8:55 pm

Most likely the final game will have battles up to 40 people in the back round. Maybe 20. 7 to 20 sounds right.
Last edited by Lugaruman100 on Tue Jun 21, 2005 9:04 pm, edited 1 time in total.

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Post by Albab » Tue Jun 21, 2005 8:57 pm

Jeff wrote:
hdlsa wrote:
ridestowe wrote:holy god! you must be either running a REALLY fast computer or have made a REALLY good engine
Actually, it's easier to run that because the characters are untextured. In the final vesion of whatever, there will hopefully be fully clothed and textured characters, thus making the game run slower. Also, like David said, this is a still photo, when your playing the game it will also have a big effect.
The final game won't have crowds of 10,000 either...
Good point. are light sources drawn, if they are outside the field of vison? Obvious question, I guess.

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Post by David » Tue Jun 21, 2005 9:32 pm

Lights are enabled even when you can't see them, because you can still see objects that they affect.

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Post by David » Wed Jun 22, 2005 3:18 am

Also, frustum culling is in almost every reasonably good 3d engine. The frame coherency optimization has never been done before, as far as I know.

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