Product Chat / New PUBLICPREVIEW with emergency fixes

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synchromesh
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Posted: 10th Oct 2019 17:29 Edited at: 10th Oct 2019 17:44
Isnt there a way to see whats optimised in the Tab feature using a couple of keys ?
I got the impression not all need this function hence being able to edit each .fpe to turn a model on or off ?

EDIT … Found this ..
Quote: "This magic can be seen in action by using the F11 key when in Test Game. Just run any unlightmapped level you have made in test game mode, press F11 and then press [9]. This will switch off all regular entities from the scene, leaving only the batched entities rendering. You can use this to see how much of your scene has been optimized, and if you also hide terrain, water, sky and other elements you can then press TAB TAB to see how many draw calls are being used to render the batched entities. The trick to good batching is to ensure the entities use the same textures and shaders and are grouped together so they can be converted to a single conglomerate object behind the scenes."

First thing I noted was " any unlightmapped " level so if your loading in a lightmapped one you could get the reverse result I guess ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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smallg
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Posted: 10th Oct 2019 18:04
Quote: "First thing I noted was " any unlightmapped " level so if your loading in a lightmapped one you could get the reverse result I guess ?"

nope, death valley is not lightmapped but i tried to bake and quit just to double check - no difference

with drawcalloptimizer=0 there's no entities & with drawcalloptimizer=1 it does leave some entities behind so it definitely is technically working, with everything else off except the "batched" entities i get about 105 draw calls with "everything" on screen

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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osiem80
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Posted: 16th Oct 2019 20:10 Edited at: 16th Oct 2019 20:16
Iam also doesnt noticed any fps incrase while switching the DCO on/off on the big escape and iam running an old i5 with a gtx 550ti, its a bug?
Got about +5 fps in generaly but apart from the DCO with the last update.
Quote: "No its the other way around drawcalloptimizer=1 activates it
but whatever works for you best ."

I think i missing something, should the DCO not incrase the frames instead of decrease?cuz m2design got more fps with off :/
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GubbyBlips
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Posted: 17th Oct 2019 02:38
New Public Preview with emergency fixes...

Fix it by eliminating the new optimizing? IDK?
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OldFlak
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Posted: 17th Oct 2019 06:22 Edited at: 17th Oct 2019 06:28
Quote: "Fix it by eliminating the new optimizing? IDK?"

Yeah, latest build works fine for me.

Preben does awesome work, GG needs all the optimisation it can get - so would be better to report issues with as much detail as you can, so he can tweak it.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 17th Oct 2019 07:16 Edited at: 17th Oct 2019 07:18
The draw call optimiser gives an astonishing uplift in fps however your mileage will vary depending on the type of assets and proximity to each other in the level.

Objects that won’t be batched:

Those with transparency listed in fpe
Any that have animations listed
Entities that are dynamic
If assets are widely dispersed (greater than 1000 world units apart)
Too high poly (the dco checks that merged objects don’t break a sensible total poly count)

Edit: And as stated lightmapped levels are ignored completely and the optimiser is on when setup.ini flag = 1.

I get a stonking uplift on a modest I5/gtx750.

Cheers.
osiem80
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Posted: 17th Oct 2019 09:26
Quote: "Those with transparency listed in fpe
Any that have animations listed
Entities that are dynamic"

Can we anyhow include exceptions?
We can exclude some models by define them so far i know, but can we also do the same to include?
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m2design
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Posted: 17th Oct 2019 18:37 Edited at: 19th Oct 2019 19:51
There appears to be real problem with the drawcalloptimizer feature in the setup.ini file.
step 1. I load up a map that contains several entities that meet the criteria for optimization (fps=101)

Step 2. press F11 (fps=101)
Step 3. press "9" display the batched entities (fps=101)
step 4. press"9" display all entities (batched and unbatched) (fps=77) dramatic reduction. The batched entities now display a dramatic flicker.

The flicker indicates duplicate entities sharing the same coordinates.
step 5. press F9 and "E" and move one of the flickering batched entities just a minimal amount, exit the move function (press F9)

Flicker is gone and the fps goes up to 125, a large increase from the original 101 in step 1.
I will try to include screen shots and a short video
Also note that F11+"9" will no longer display the batched entities/any entities like before the added optimization option.

EDIT: I have spent most of the day trying to figure out if the problem is caused by my custom models and or the texture files. I do not find evidence of that being the case. The flickering only happens with the entities that have been batched. All un-batched entities are fine.

Edit: oct 19 2019
Latest finding on flashing batched entities. When the flashing starts (after the final "9" is pressed) if I press the F9 key twice the flashing STOPS and the higher fps (125) reading is displayed and everything is normal.
PROBLEM: This process must be done every time I go to into the test mode even if I have saved the file between sessions..

Windows 10 creator,64 bit| Intel i7-7700 @3.60GHZ Quad|CPU PASSMARK 10,794|Memory 16GB |NVIDIA GEFORCE GTX 1070|GPU PASSMARK 11,071
m2design
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Posted: 24th Oct 2019 17:58 Edited at: 24th Oct 2019 18:07
As I have not heard anything about my problem addressed in this thread. I will continue with oldshack models.
New windmill...



Windows 10 creator,64 bit| Intel i7-7700 @3.60GHZ Quad|CPU PASSMARK 10,794|Memory 16GB |NVIDIA GEFORCE GTX 1070|GPU PASSMARK 11,071
cybernescence
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Playing: Cogwheel Chronicles
Posted: 24th Oct 2019 23:55
There is a bug with using F11 and 9. It looks like Preben has fixed it and will be released at some point.

It’s not an issue with the DCO itself just what happens if you use F11 and then the 9 key to suppress entity display.

Cheers.
synchromesh
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Posted: 25th Oct 2019 02:24
@cybernescence
Thanks for the info, Great to know
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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