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DarkBASIC Professional Discussion / Slow down with large numbers of objects

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Beta1
22
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Joined: 28th Dec 2002
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Posted: 3rd Mar 2003 12:10
OK I know this has probably been covered before and that patch 4 will make a big improvement but does anyone have a workaround to sort out the slow down when you have large numbers of objects.

My current project works fine with 50-60 objects (250fps) but dies at 150-200 (10fps) and gives up at 500 (
Dave J
Retired Moderator
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Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 3rd Mar 2003 13:40
Hmm, what are your computers specs?

"Computers are useless they can only give you answers."
Richard Davey
Retired Moderator
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 3rd Mar 2003 13:56
The number of objects isn't the problem here - even 3.1 can easily handle holding over 1000 objects in memory. However you can't display them all at the same time. Try decreasing your camera range so it doesn't draw as far.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Gu re gu
22
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Joined: 14th Dec 2002
Location: United Kingdom
Posted: 3rd Mar 2003 14:04
hmm i had just 400 objects and it was slowing my machine down. it didn't matter if each object was 1 polygon or 500 polygons it still ran at the same slow fps. I'm running 3.1 here BTW.

Daih Thel phae 'e, clann 'e phaen
Beta1
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Posted: 3rd Mar 2003 14:47
1ghz athlon, over 256Mb memory (cant remember exactly), GF4 4200Ti blah blah blah.

Running 3.1

Rich - I'm not displaying all the objects. In fact probably at least 90% are hidden at any given time. (I've written a subroutine to hide any object thats more than a certain distance from the player). Its just the fact the objects have been created seems to slow me down.

The objects are all multilimbed (7 limbs per object) although again 6 of them are hidden unless you are close to the object (so at long range the whole object is hidden, at medium 1 limb is displayed - a low poly version of the entire object, at close range the low poly version is hidden and the other limbs are shown to make the hi-detail object)

klukk
22
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Joined: 13th Feb 2003
Location: Iceland
Posted: 3rd Mar 2003 18:13
I've noticed that hiding objects doesn't speed up renders. It's as if the object is just 100% alpha, but still there so the engine still has to transform it etc... Try following rich suggestion, reduce the camera range and see if your projects speeds up a bit.

- If nothing sticks to teflon, then how do they make teflon stick to the pan???
David T
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Location: England
Posted: 3rd Mar 2003 19:49
I had ~ 100 in display with about 49 FPS

Then I had ~150 in display, with FPS of 4

I'm just hoping P4 will come soon, otherwisew my retro entry will be unplayable!

Visit [url]www.lightning-systems.co.uk[/url]
You are the th person to view this signature.
Rob K
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 4th Mar 2003 00:27
David - Email Lee and ask for the P4 Beta and tell him about your retro. entry and he will probably be prepared to email you the current beta.

Current Project: Retro Compo. Entry.
Andy Igoe
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 4th Mar 2003 03:29
I believe we've covered the surface of the solution in the 'holiday scenery' thread. I believe the solution you are looking for is to use dynamic object handling for your scenery objects.

In much the same way as a bullet object does not represent the same cartridge expired from a gun - it gets re-used when you fire again, do the same with your scenery.

Using your objects in a dynamic way will increase the amount of objects you have in your world immeasureably.

If you have 300 identical objects in your world (lets call it a tree for continuity with the other thread) but you only ever have 20 trees on screen - then you only need 20 tree objects.

Storing the positional information of your tree in either a memblock or an array and repositioning the tree objects that you have will allow you to get rid of the other 130 tree objects - thus ensuring DB doesn't have to render them.

I must prepare you though, dynamicism is not for the feint hearted - beginners beware you will tread out of your depth very quickly. Once mastered however, there will be no stopping you - prepare to be unleashed...

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
the architect
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 4th Mar 2003 04:48
I am currrently developing a "large" game for share ware. I have found many problems concerning BSP, OBJECTS, SPPED etc. My answer to that is Games are so big that something can be worked on while u await an update.

IE BSP and bullets at the moment are terrible in DBPro but we can expect a vast improvement in P5. I also require better BSP formats for q3 and rtcw?

In that case I have developed artwork for the main menus and configuration screens!!! A big job in itself....

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