Product Chat / My two cents on last update

Author
Message
Cylo
Game Guru Backer
13
Years of Service
User Offline
Joined: 2nd Jun 2010
Location:
Posted: 20th Apr 2018 16:13 Edited at: 20th Apr 2018 16:16
First of all, I'm happy this huge update finally came to light, and community help is leading it to become a solid engine for real projects.
I've been trying it out a little since it came out, and I like the improvements, I will surely post on github any issue I should find. And of course I'll be looking forward to seeing the long-time requested features that will make everything really worthy.
Talking about performance, there's been a great improvement, but I still call for a little more improvement on optimization.
To get a taste, I've been running The Big Escape on two systems.

The first one is an i5 4570 with a GTX 970 and 8GB of RAM with Windows 7, and I got a stable 60 fps.
The second one is an FX6300 with a GTX 760 and 8GB of RAM with Windows 10, and it went below 30 fps very often (unless I decide to disable all shadows).

Of course, the second one is less powerful, but it should not be a problem for it to run TBE smoothly.
And the "Disabled shadows" make me think a little more.

Let's keep going this way.
PM
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 20th Apr 2018 17:26
Quote: "And the "Disabled shadows" make me think a little more."


Shadows is always a big draw on resources in any game engine.

I still remember playing AAA games and always turning off shadows if it was available in settings.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Cylo
Game Guru Backer
13
Years of Service
User Offline
Joined: 2nd Jun 2010
Location:
Posted: 20th Apr 2018 18:13
Yes, so I would really suggest as a new feature to add “Disable Shadows” option in the menu, instead of just changing shader’s LOD.
PM
wizard of id
3D Media Maker
18
Years of Service
User Offline
Joined: 16th Jan 2006
Playing: CSGO
Posted: 20th Apr 2018 19:03
Dynamic lights and shadows will grind any game engine to a halt, which why there is prebaking which uses almost no resources at all, other then baking lights and shadows first time around.So it isn't a problem with the engine and a bigger problem with end users not optimizing their levels and blaming the engine, effectively using resources and balancing levels has been an issue with users since FPSC classic.

Yes it had it's faults but a fair bit was the direct result of users.
Win7 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram
AmenMoses
GameGuru Master
8
Years of Service
User Offline
Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 20th Apr 2018 19:22
When I first started playing with the U4 engine I created a small SciFi level with lots of shiny surfaces and panels with lights in and it looked absolutely stunning, then I added a bunch of dynamic lights and a few objects to cast shadows and stuff ... it took around 10 hours to build the level and ran like a dog! As it basically consisted of one corridor a staircase and a few doorways I was not impressed but remove the lights and suddenly it would build in a couple of hours and ran at a reasonable frame rate.

Been there, done that, got all the T-Shirts!
PM
Cylo
Game Guru Backer
13
Years of Service
User Offline
Joined: 2nd Jun 2010
Location:
Posted: 20th Apr 2018 22:17
Thats’s why I think a menu with a little more settings in Standalone would be really needed.
PM
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: Savannah
Posted: 22nd Apr 2018 00:18
why not just hit f3 and then test once the lighting is baked

that way you disable all dynamic shadows but still have shadows (that are arguably better looking)
Cylo
Game Guru Backer
13
Years of Service
User Offline
Joined: 2nd Jun 2010
Location:
Posted: 23rd Apr 2018 23:44
@Bugsy At the moment, Lightmapping ruins the level.
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 24th Apr 2018 00:36
@Cylo : Can you post a step by step and simple FPM using stock media to the issues tracker so I can take a closer look at the lightmapping issue you are having. Here is the issues tracker: https://github.com/TheGameCreators/GameGuruRepo/issues
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Cylo
Game Guru Backer
13
Years of Service
User Offline
Joined: 2nd Jun 2010
Location:
Posted: 28th Apr 2018 22:41 Edited at: 28th Apr 2018 22:44
@LeeBamber I think it's happening on my old levels, when I try to lightmap under current version.

Look at this little example.
Weird shadows on the building, and a strange net on the terrain.

Also, after being lightmapped, this level becomes unplayable with lagging movement.

I still don't figure it out, so I'm afraid I'll have to redo old maps from scratch...

Attachments

Login to view attachments
PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 28th Apr 2018 23:47 Edited at: 28th Apr 2018 23:47
Quote: " I think it's happening on my old levels, when I try to lightmap under current version."

Can I check out one of your FPM files ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Cylo
Game Guru Backer
13
Years of Service
User Offline
Joined: 2nd Jun 2010
Location:
Posted: 11th May 2018 00:28
I could send this sample map if you need, to give it a look.
PM

Login to post a reply

Server time is: 2024-04-27 06:21:09
Your offset time is: 2024-04-27 06:21:09