Product Chat / Draw Call Optimizer in Next Update?

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Duchenkuke
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Posted: 30th Aug 2019 22:38
Hey Guys,

I heard that we get a draw call optimizer with the next update.

How does it work and what does it mean? What can I expect in terms of performance boost?

I have large levels with many assets involved and this is honestly my hope to see some decent fps again

- Duchenkuke
synchromesh
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Posted: 31st Aug 2019 01:20
I don't have the greatest rig but a reasonable card and all your demos ran as smooth as silk for me …
Here to do any testing if you need
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Duchenkuke
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Posted: 31st Aug 2019 08:37
Thanks, good to know

When the time is there, I will need a bunch of testers
3com
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Posted: 31st Aug 2019 21:17
Quote: "I heard that we get a draw call optimizer with the next update"

I would like to see it.
That would be a big step, to improve performance.
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Tarkus1971
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Posted: 1st Sep 2019 11:27 Edited at: 1st Sep 2019 11:27
This sounds great, lots of entities in some of my levels, and I have to limit camera view distance to get a good frame rate..... how will this work, a looooong time ago Lee mentioned something about "batching" I think this meant all entities that are the same, like a "metalbox" whether you had 1 or 10 they would be drawn in 1 call....... also regardless of rotation, scale etc.
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Duchenkuke
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Posted: 2nd Sep 2019 19:53
This Is a real big hope for me too!
Teabone
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Posted: 2nd Sep 2019 20:13 Edited at: 2nd Sep 2019 20:14
We are most often forced to using fog so we can bring in the camera distance and terrain size. Mostly because GG currently doesn't have any "actor fade" or static mesh fading options. Since they pop into view most GG games tend to have to resort to fog use outdoors with a high intensity.

Lee did mention that controlling the alpha channels of a shader could potentially achieve the fading option. But im not good at shader modifications yet. Maybe someone out there might be able to figure this one out.


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Corno_1
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Posted: 2nd Sep 2019 21:49
Quote: "How does it work and what does it mean? What can I expect in terms of performance boost?"

It merges different objects to one object together to gain performance ( when I understand the comments in the source code)
What can you expect is hard to say. I made some testlevels with a lot of objects with the drawcalloptimizer and without and I saw a big performance boost. But as always, it can differ from hardware to hardware.

Lets say, if you have a good pc and a lot of entities, you will notice a difference
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cybernescence
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Posted: 2nd Sep 2019 22:00
Quote: "Lee did mention that controlling the alpha channels of a shader could potentially achieve the fading option"


Attached is a very simple update to get you started on how it could be done via shaders.

Don't forget to take back-ups of stock apbr_core.fx and delete apbr_anim.blob before you test.
Change the range of when fade starts and ends at top of shader (need to delete apbr_anim.blob each time you change the range for a recompile).

There's lots of ways this could be improved (so it doesn't fade in editor for example), but for now see if this is the visual effect you mean.

Cheers.

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GubbyBlips
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Posted: 3rd Sep 2019 02:15
Wouldn't make any difference to the physics (collision, etc) of the engine-- right?
GG physics needs all the boost it can get-- probably has nothing to do with that.

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Duchenkuke
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Posted: 3rd Sep 2019 13:38
Quote: "I made some testlevels with a lot of objects with the drawcalloptimizer and without and I saw a big performance boost."


honestly I am really excited. my levels use the same model in different variants but in huge masses too. (like vegetation)

I am really eager to see the difference.

Quote: "Attached is a very simple update to get you started on how it could be done via shaders."


your knowledge about the shaders is amazing.
T-Bone will read that with big interest!

Teabone
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Posted: 4th Sep 2019 03:14
@cybernescence is there anything special I have to do to get this working? Do I apply this shader to the entity's effects section in FPE?
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cybernescence
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Posted: 4th Sep 2019 08:13
Assuming your characters already use apbr_anim.fx in the fpe all you need to do is replace apbr_core.fx with the one supplied and recompile the shaders (or delete apbr_anim.[/b]blob[b] file)

This will apply the effect to all entities with animation - just as a start to show how it could be done.

Cheers.
Tarkus1971
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Posted: 8th Sep 2019 11:03
When will the new update with the full draw call optimiser be released, any ideas??
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Duchenkuke
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Posted: 8th Sep 2019 17:58
I dont know, tho my guess is on mid to end of september. Hopefully!
Corno_1
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Posted: 8th Sep 2019 18:07
Quote: "I dont know, tho my guess is on mid to end of september. Hopefully!"

It is nearly mid September and the changes are not even merged. Why you think it will come out soon? There was no beta and no public preview. You are too optimistic in my eyes.
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Duchenkuke
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Posted: 8th Sep 2019 19:08
Somebody told me that there will be a september update..

We will see what happens
osiem80
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Posted: 14th Sep 2019 18:18 Edited at: 14th Sep 2019 18:32

Seems like it couses 4 the GG Loader about +30 FPS
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Duchenkuke
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osiem80
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Posted: 15th Sep 2019 13:17
How to show your fps in the test level?I used fraps 4 that but it couses paradoxically fps drops while its running
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OldFlak
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Posted: 15th Sep 2019 13:27 Edited at: 15th Sep 2019 13:29
F11 twice

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aka OldFlak
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osiem80
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Posted: 15th Sep 2019 13:31
thnx
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Preben
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Posted: 15th Sep 2019 15:07 Edited at: 15th Sep 2019 15:10
@Duchenkuke: It will work wonders on levels like you design, cant wait until you try it and report back

@osiem80: Thats a old video , a lot have happened with GameGuru since then, the video was from 31 Jan 2018 , not sure what version we had at that point , but if you look at 1:15 in the video it show 24 FPS , just for a test to see how we have improved over the years i tried to run the same level in:

31 Jan 2018 :
24 FPS.

2019.07.2019: (The current)


2019.09.15: (todays including draw call optimizer)


A ugly test level , and i know im a optimist, so we tripled the FPS in one year , yes as i said im a optimist so its been more like 1.5 year and perhaps only 250% increase , but we are getting there (slowly).

Forgot: this is the same hardware in all tests ( i5-1060).
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best regards Preben Eriksen,

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Duchenkuke
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Posted: 15th Sep 2019 15:13
Quote: "@Duchenkuke: It will work wonders on levels like you design, cant wait until you try it and report back"


I can say the same! I cant wait to test it and report the results^^
synchromesh
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Posted: 15th Sep 2019 15:18
I gained 15 to 20 fps.
But my layouts are so basic I thought it was already running fast so really didn't expect to see such a big increase
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granada
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Posted: 15th Sep 2019 15:23
Fantastic increase Preben

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osiem80
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Posted: 15th Sep 2019 16:40 Edited at: 15th Sep 2019 18:13
Quote: "the video was from 31 Jan 2018"

We had the last update in 12th July 2019(?), so 2 "versions" back?
I have 37 FPS in a empty map and with models dont even checked cuz its lagging 2 much, buts the fault of my toaster, iam gonna changing the hardware soon.If i can get 35 fps with a new pc on a map with a lot of models on a new pc and +30 with the optimizer i would be happy.
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Tarkus1971
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Posted: 15th Sep 2019 22:06
I'm seeing 15-20fps increase on average, and some of my levels are very very busy... with shadows off, shadows on is still an FPS killer.
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osiem80
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Posted: 15th Sep 2019 22:21
@Tarkus1971
U talking about the Loader?
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Tarkus1971
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Posted: 17th Sep 2019 12:07
Loader???

i mean within test game in gameguru
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