How do I get 40 + FPS with 15K polygons

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How do I get 40 + FPS with 15K polygons

Post  BonkS on Fri Apr 17, 2009 8:41 am

Good day, I was not long ago started using sio2 to develop. And there
next question, you wrote that were 40 + FPS with 15K polygons.
I conducted performance tests on models 1go and second-generation
iphone. I created a scene, which has placed a cone of 500 polygons. Then
disabled physics, textures and so on. When i click, a new cone is duplicated,
thus, with 10 cones = 5к polygons = 40 + FPS, with 15K polygons =
20 FPS. I need maximum performance, no less than 40 FPS, but 5к
polygons in the limit of visibility for me is not enough.
Prompt how to get 40 + fps with 15K polygons?

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Re: How do I get 40 + FPS with 15K polygons

Post  uprise78 on Fri Apr 17, 2009 9:34 am

On a side note, where do you find poly counts in Blender?

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Re: How do I get 40 + FPS with 15K polygons

Post  BonkS on Fri Apr 17, 2009 9:42 am

When I create a cone, the blender asked how many polygons do.
I have a question as to withdraw the number of visible polygons, as in the demos sio2?

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Re: How do I get 40 + FPS with 15K polygons

Post  uprise78 on Fri Apr 17, 2009 9:54 am

I think what you are looking for is available when you go into edit mode and then in the modeling window choose:

Mesh -> Scripts -> Poly Reducer


Is there a way to get a global poly/tri count somewhere?

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Re: How do I get 40 + FPS with 15K polygons

Post  BonkS on Fri Apr 17, 2009 10:19 am

uprise78 wrote:I think what you are looking for is available when you go into edit mode and then in the modeling window choose:

Mesh -> Scripts -> Poly Reducer
Yes I know about this method of reducing the polygon. But this is not about this, and wondering what if I have to render a large number of monsters at once, such as the 100 .. then for every model of the monster to optimize 100-200 polygons .. and this is 10K-40K polygons for 100-200 monsters. I wondered how to get 40 + FPS with 15K polygons ... how to write sio2interactive

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Re: How do I get 40 + FPS with 15K polygons

Post  oioioi on Fri Apr 17, 2009 10:30 am

I think he's using ipod touch 2G which is faster than the 3 other devices, but I don't think it's a difference from 20 to 40 fps. I haven't done a test but I pretty I get 20-30fps with 15k triangles on my ipod touch 1G

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Re: How do I get 40 + FPS with 15K polygons

Post  zzajin on Fri Apr 17, 2009 11:10 am

BonkS wrote:

But this is not about this, and wondering what if I have to render a large number of monsters at once, such as the 100 .. then for every model of the monster to optimize 100-200 polygons .. and this is 10K-40K polygons for 100-200 monsters. I wondered how to get 40 + FPS with 15K polygons ... how to write sio2interactive


Having a lot of small models will probably be slower than one large model- glDraw calls can add up. Also sio2 doesn't sort materials, so you may be changing the textures a lot. Swapping textures is a surefire way to kill performance. A texture atlas is your friend in this case.

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Re: How do I get 40 + FPS with 15K polygons

Post  oioioi on Fri Apr 17, 2009 11:55 am

What's a texture atlas? Is it just taking several textures and put them in to one file so you have one big texture instead of many small?

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Re: How do I get 40 + FPS with 15K polygons

Post  oioioi on Fri Apr 17, 2009 12:35 pm

Cool, will the result always be power of 2?

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Re: How do I get 40 + FPS with 15K polygons

Post  BonkS on Fri Apr 17, 2009 6:36 pm

Yes, but when I test out the model without textures and materials .. perhaps geometry and textures to load in different threads?

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Re: How do I get 40 + FPS with 15K polygons

Post  zzajin on Fri Apr 17, 2009 9:24 pm

uprise78 wrote:On a side note, where do you find poly counts in Blender?

At the top of blender is a menu bar ( File Add Timeline etc).
Near the right will read something like "Ve:5153|Fa:80000|Ob:2-0" when you are in object mode. "Fa" is the number of faces or triangles when meshes are converted to tris. This number will be the sum of all objects in the visible layers.

In Edit mode some similar stats are shown on the object selected.


Last edited by zzajin on Sat Apr 18, 2009 8:44 pm; edited 1 time in total (Reason for editing : spelling error)

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Re: How do I get 40 + FPS with 15K polygons

Post  zzajin on Fri Apr 17, 2009 9:51 pm

BonkS wrote:Yes, but when I test out the model without textures and materials .. perhaps geometry and textures to load in different threads?

Are you compiling in release or debug? I get about a 6 FPS increase in release on a 1st gen iPod. I tried 20 cones at 500 tris each and a 10,000 tri monkey head all with no materials and no physics. I tested both in version 1.3.3 and got 35-39 FPS. I am displaying FPS and the render loop is executed in LUA.

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Re: How do I get 40 + FPS with 15K polygons

Post  BonkS on Sat Apr 18, 2009 6:33 pm

zzajin wrote:
Are you compiling in release or debug? I get about a 6 FPS increase in release on a 1st gen iPod. I tried 20 cones at 500 tris each and a 10,000 tri monkey head all with no materials and no physics. I tested both in version 1.3.3 and got 35-39 FPS. I am displaying FPS and the render loop is executed in LUA.

Yes I am compiling in release.Version engine 1.3.5, 1st gen iPod. 20 cones of 500 tris = 20+ fps .. tested on the 2st gen iPod, the number of FPS does not reach 40

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Re: How do I get 40 + FPS with 15K polygons

Post  sio2interactive on Sat Apr 18, 2009 10:13 pm

Can you please use shark and profile in release on your device and post a screenshot of the top entries to check where possible bottlenecks are?

On my machine using my performance test scene I have 50% of the samples on DrawTriangles how bout yours?

From what Im seeing over here the only bottleneck is the triangle count... My scene have 15027 faces total, floor is triangle mesh and I have 12 convex hull at 887 faces each (no instance), with texture atlas and material and its running at 36+ fps

Cheers

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