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Work in Progress / Pretty Demo - screenshots and download

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hmm
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Joined: 11th Oct 2003
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Posted: 11th Jan 2008 21:51 Edited at: 11th Jan 2008 21:56
Hey all,

It's been a while since I've posted anything, so I thought it was about time to set about a quick little program for all to play with.

It is basically a little 'world' which you can navigate and look at. It's quite pretty, and the rain, waterfall and grass swaying in the virtual wind is all quite relaxing I find.

Download here:

www.lukeoc.co.uk/temp/pretty_demo.zip

w,a,s,d - move
mouse - look

and some screenshots to provoke you into the download:









hmm
20
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Posted: 11th Jan 2008 21:54
Just to note, I'm having a little trouble with the 'refraction' in the water shader, so its not included, and also, there's a wierd bug which causes the rocks to be hidden when their x,y,z location is out of the screen.
Alquerian
18
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 11th Jan 2008 21:59
This was indeed pretty. I liked the grass and the terrain especially. Performance took a really bad hit though. I was averaging about 16 FPS Otherwise, nice work.

Support the indie!
nackidno
17
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Location: Där solen aldrig skiner
Posted: 11th Jan 2008 22:12
Great work! I got an average of 32 FPS. Once again, Great Work and keep it up!

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
Mr Kohlenstoff
18
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Joined: 7th Jun 2006
Location: Germany
Posted: 11th Jan 2008 23:27
Nice demo, but I don't like the weather. Reminds me of the average weather in Germany. However, the trees are cool, I like the grass, the sound in nice and the rocks remind me of Halo (I also like Halo ). This waterfall-spectate-feature is quite funny.
Good work.

hmm
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Posted: 12th Jan 2008 02:40
Oh yeah! I forgot to take the 'waterfall-spectate-feature' out, was just intended as a debugging feature for the particles..

oh well, as long as you liked it.

Any ideas as to why performance slowed so much? It's all pretty simple code. I haven't really picked through it in much detail though, but if anyone has any ideas?
zzz
18
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Joined: 13th Nov 2005
Location: Sweden
Posted: 12th Jan 2008 17:36
It´s really pretty, but I agree that the fps is too low.
I got 33fps on my (8800 ultra, c2dE6750 with 2gb ram) computer and that´s the same speed as I get on the nvidia head demo.
yeah, they may have better software for development, but still

Apart from that, really pretty and very relaxing indeed. Good work!

WII number: 8220 5043 6939 7393
Silvester
18
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Location: Netherlands
Posted: 12th Jan 2008 18:13 Edited at: 12th Jan 2008 18:13
I think its capped at 30, as it runs at 31-33 FPS on an Nvidia 8400GS too.

zzz
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Posted: 12th Jan 2008 18:27 Edited at: 12th Jan 2008 18:27
oh, then it´s ok.
@hmm: Maybe you can release a version with no capping?

WII number: 8220 5043 6939 7393
Mr Tank
21
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Location: United Kingdom
Posted: 12th Jan 2008 19:51
This is very cool. Atmospheric and kind of peaceful.

The water has some very messed up culling for me though. Not sure what criteria it uses. When i look at the base of the waterfall or behind it, i can see the water, if i look further downstream it disappears. This kind of stuff happens with shader stuff in my experience.

The rock culling was also a bit messed up. They disappear when they are partly off-screen.

Otherwise really cool. Love the rain effect. I tried something like that back in DBC, but the framerate was appalling. Are you using plains, cylinders or what? I'd quite like to nick that if possible.

Framerate was pretty low on this, but seemed fairly smooth. 23fps mostly, but if i looked at a whole bunch of trees, it went as low as 13. I have a fairly old computer though.

Also, it keeps fixing the mouse position. I went to another window and would have been completely stuck without alt-tab or ctrl-tab, and i don't think your average joe knows how to do this.

SUPER BADASS SPACESHIP X: WEBSITE
FORUM TOPIC
JerBil
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Location: Somewhere along the Z axis...
Posted: 12th Jan 2008 20:30
Looks good and about 30 fps.
Now just turn off the walking sound in water
when you aren't moving and have the rain come from
ahead of you when you move.

Ad Astra Per Asper
wind27382
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Posted: 13th Jan 2008 21:52
wow almost next gen graphics

wind
Xenocythe
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Posted: 13th Jan 2008 23:38
It was great but, wind, I wouldn't really agree with you that far mate.


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nackidno
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Posted: 13th Jan 2008 23:44
It's capped at 32 FPS. I use my better comp with 8800GTS, 2gib ram,AMD Athlon 64 x2 dual and core processor 5000+.

One thing, maybe increasing the speed of the rain, it's nearly slow-mo man.. Compared to real rain.

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
Ortu
DBPro Master
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Location: Austin, TX
Posted: 14th Jan 2008 02:02
the trees could use some animation to match the grass, but excellent job on the leafyness

Gil Galvanti
19
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Location: Texas, United States
Posted: 14th Jan 2008 02:45
Quote: "wow almost next gen graphics"

heh, yeah, it was good, but not quite that good, MAYBE last gen graphics .


TVB
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Location: China
Posted: 14th Jan 2008 15:54
There still have spaces to improve to make an eyecandy effect.
Keep up the work.
hmm
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Posted: 14th Jan 2008 17:47
The capping at 30fps is a bit wierd. I get it too, and im sure its at sync rate 0.

And does anyone know how to get rid of the strange culling problem with the rocks. They disappear when only partially off screen...?

Been back to uni this last week so i haven't been working on it much. Will hopefully get some good tree motion in, and possibly a little bit of lightning to go with the thunder.
hmm
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Posted: 14th Jan 2008 17:55
edit: sync rate 60, plus the extra syncing involved in updating the water shader may halve the fps...?

Can set it to sync rate 0 and remove the 'cap', but will be a bit unstable. I haven't bothered to code in any delta time system. lazy
NeX the Fairly Fast Ferret
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Posted: 14th Jan 2008 18:02
Why do you need another sync?


By putting a signpost in the middle of nowhere, you're making it somewhere.
hmm
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Posted: 14th Jan 2008 20:32
The water shader uses multiple cameras do grab different images to apply to the water. The function that came with the shader has;

sync mask 0x80000000
fastsync

Thought this might be causing the slowing maybe. Not sure. Haven't really looked into it yet.
hmm
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Posted: 14th Jan 2008 20:36
Just checked. And removing the water update function speeds the program way up to the 60 fps max i've set. Does anyone know much about using the shader to get fast results? Its the one in the Free Shaders Pack.
david w
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Posted: 14th Jan 2008 23:59
You need to multiply the sync rate * the number of cameras for this to work. trust me. Try it and see.
jason p sage
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Posted: 17th Jan 2008 06:25
how ya culling them? LIT port? If So.. search for the 0.5 value that is multipled when calcing the sizes, and make it a ONE.

(Makes cube and sphere only work on half the objects size!)

DB PROgrammer
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Posted: 18th Jan 2008 03:24
Quote: "And does anyone know how to get rid of the strange culling problem with the rocks. They disappear when only partially off screen...?"


Yup, I had this problem use "set object radius Object,-1".
Also, It only ran at around 15 FPS on my computer but you might be able to speed it up by cutting the number of raindrop objects in half and doubling there speed, Idk if it would work but I would try it.

Uncle Sam
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Posted: 19th Jan 2008 00:41
Neato!

I know why the fps is slow. For some reaon windowed projects run a lot slower in DBP. Make it full screen and you'll see the difference in FPS.

AndrewT
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Posted: 19th Jan 2008 00:44
@ Uncle Sam:

I've had windowed projects run at over 4,000 fps before.

asdsdfaghkdlgahdfkj.
sp3ng
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Posted: 22nd Jan 2008 03:21
let me guess scancode 29 is printscreen right? (im just taking a wild stab in the dark based on the screenies)


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Dr Manette
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Location: BioFox Games hq
Posted: 22nd Jan 2008 05:07
Wow, I'm impressed. What really made it realistic was the water, which is easily the one thing to ruin realism. Looks a lot like Halo too, but with more vegetation. I wish it ran fast on my Radeon 9550, but who am I kidding? I got about 16 fps, except when looking at that cool waterfall, where it went to 9 fps. Superb work.

Roxas
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Posted: 22nd Jan 2008 07:05
LOL!? I got 25 fps with Radeon 9250..


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Dr Manette
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Posted: 25th Jan 2008 02:27
uhhhh

*poof*

Not sure why mine went slower, could be a number of other variables on my computer. Ah well, amazing demo just the same.

Uncle Sam
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Posted: 25th Jan 2008 03:15 Edited at: 25th Jan 2008 03:15
Quote: "@ Uncle Sam:

I've had windowed projects run at over 4,000 fps before."


Depends on the comp and what you were running. Probably would run even faster full screen.

General Reed
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Posted: 28th Jan 2008 19:08 Edited at: 28th Jan 2008 19:09
What i dont understand, is why other directx9 engines can handle a scene like this, asif it were a 6 sided cube, yet the dbpro engine has a strugle handeling a tree?

Btw i get 33fps

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Roxas
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Posted: 28th Jan 2008 20:05 Edited at: 28th Jan 2008 20:07
Because DBPro is basic language and Basic languages are usually slow but DBPro is actually pretty fast as basic language..

If you want speed use C#/C++ or for more speed Assembly


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jason p sage
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Posted: 28th Jan 2008 21:11
Sadly.... in today's Microsoft world - you don't gain so much jumping to Assembly - I mean your code will run lighting fast but you're still calling whatever API's usually written in C++.

Frankly - (I'm an assembly fan BTW) - if you really are after premium frame rates you need to jump directly to DirectX - DarkGDK is MUCH faster than DBPro - but Directly Accessing DirectX is another BIG jump in frame rates!

Switching to Assembly is great - but if you're writing fairly tight code - and calling API's like Direct X anyways - then... going through the trouble of assembly might be a bit much.

However - for involved physics and AI - I think assembly might do wonders for you.... but this demo isn't about AI or physics - as much as Pretty.... and it is pretty.

ozmoz
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Posted: 27th Mar 2008 23:00
Wow this screenshot is art
Xsnip3rX
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Posted: 29th Mar 2008 09:35
I'm getting a solid 33 FPS on my 8600 GT Twin Turbo, 1GB RAM, 2.64Ghz AMD Athlon 64 X2 4000+

GatorHex
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Posted: 7th Apr 2008 03:49
Well done, it ran well even on my cruddy 1.5Ghz laptop with Intel 915 graphics.

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer

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