FOnline Development > 3D Development
3d models development
Haraldx:
How about perfomance hits? IdTech 3 (Quake 3 engine) had problems when rendering alpha. Occasionally, maps with alot of foliage had worse frame rates than maps with alot of geometry.
Johnnybravo:
--- Quote from: Haraldx on July 05, 2012, 10:08:03 pm ---How about perfomance hits? IdTech 3 (Quake 3 engine) had problems when rendering alpha. Occasionally, maps with alot of foliage had worse frame rates than maps with alot of geometry.
--- End quote ---
?!
On pre-Geforce graphics or what? When you are using alpha, and not running ray-tracing engine ( ::)) all you really have to care about is to minimize the invisible surface, because it still needs to be processed. But seriously there won't be screen filled with 3D anyway, because only actors are going to use it.
Horatio:
--- Quote from: Johnnybravo on July 05, 2012, 10:54:52 pm ---?!
On pre-Geforce graphics or what? When you are using alpha, and not running ray-tracing engine ( ::)) all you really have to care about is to minimize the invisible surface, because it still needs to be processed. But seriously there won't be screen filled with 3D anyway, because only actors are going to use it.
--- End quote ---
Let me guess. This is why we won't probably have splatter effects based on alphatextured polygons?
Johnnybravo:
No it's not a problem.
It's only problem when you fill the screen with tons of overlapping quads and have to fill them all. Even better hardware can have some problem, because fill rate is not really raising that rapidly. But then again, it does not really matter whether or not they are transparent. Because of this, often simple quads are not always used (more complex shapes can be more useful because of lower fill rate required) or they are optimized/rotated to reduce transparent areas to minimum.
HOWEVER, in Fonline you are not going to see huge splats covering whole your screen, with smoke and fire all over the place. Perhaps at massive zooming, but that's not the thing that requires huge attention.
If those splats do not exist yet, it's more likely because there are no inbuilt particle generators or that kind of stuff, and artists have to incorporate them within the model which takes far more time and work. Performance is not problem here.
Haraldx:
--- Quote from: Johnnybravo on July 05, 2012, 10:54:52 pm ---On pre-Geforce graphics or what?
--- End quote ---
On current GeForce 7k to 9k series (Can't remember how it went with my old 6k series, so can't tell you anything about that). Maps with foliage were third party anyway if I remember correctly. There are enough mods for IdTech 3 now and most of them use some kind of alpha channel. Wherever it shows up for quite some time it's possible to get sometimes an even very noticeable framerate hit. But as you stated already, I guess you won't be able to see alot of alpha that overlaps.
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