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SIO2 Optimizer in v1.3.6

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finthamoussu
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SIO2 Optimizer in v1.3.6 Empty SIO2 Optimizer in v1.3.6

Post  sio2interactive Mon Apr 20, 2009 11:55 pm

Hi guys,

I finish integrating NvTriStrip within the SIO2 exporter... the exporter now call a console program that optimize the elements and generated a stitched triangle strip boosting the performance of the renderer up to 40% in some cases. However sometimes due to the stitching the number of indices become larger than the original triangles, in this case the exporter will automatically select the most optimal choice (the less amount of elements) to draw the geometry.

Now every vertexgroup can either be draw using GL_TRIANGLES or GL_TRIANGLE_STRIP, and the same data will be assigned to Bullet (when physic is enabled on the objects) boosting also the performance of Bullet.

The optimizer will only be available to the Indie users as soon as v1.3.6 will be released, so get your certificate ASAP in order to take advantage of this tremendous performance boost.

Here's a quick output of the optimizer linked to the sio2_exporter.py:


Code:


object/shadow ( 4:6:33% ) ( 5:6:17% )
object/fire ( 4:6:33% ) ( 5:6:17% )
object/spot ( 33:96:66% ) ( 71:96:26% ) 
object/Mesh.014 ( 153:540:72% ) ( 369:540:32% )
object/barrel2 ( 282:1236:77% ) ( 721:1236:42% )
object/pipe ( 126:540:77% ) ( 393:540:27% )
object/pipe2 ( 126:540:77% ) ( 393:540:27% )
object/barrel1 ( 282:1236:77% ) ( 712:1236:42% )
object/pipe1 ( 128:543:76% ) ( 381:543:30% )
object/Plane ( 4:6:33% ) ( 5:6:17% )
object/sewer ( 20:30:33% ) ( 29:30:3% )
object/grid_socket ( 40:72:44% ) ( 59:72:18% )
object/back_wall ( 4:6:33% ) ( 4:6:33% )
object/right_wall ( 4:6:33% ) ( 5:6:17% )
object/trash_can ( 134:528:75% ) ( 332:528:37% )
object/electric_wire ( 74:192:61% ) ( 120:192:38% )
object/electric_box2 ( 16:78:79% ) ( 47:78:40% )
object/electric_box1 ( 16:78:79% ) ( 47:78:40% )
object/lamp_pillar ( 146:210:30% ) ( 210:210:0% )
object/floor ( 8:24:67% ) ( 13:24:46% )


The first pair of numbers in parenthesis are the optimized and indexed vertices and the second one is the optimized and indexed index necessary to render the mesh.

In example:

object/barrel1 ( 282:1236:77% ) ( 712:1236:42% )

77% of the vertices have been optimized and only 282 vertices will be exported.

42% of the number of necessary indices have been optimized and now the mesh can be rendered only using 712 instead of 1236

This also technically imply that now SIO2 is able to render near 30k of triangles per FOV at a rate of around 30fps on 533mhz devices (like the iPod Touch 2nd Gen)

Enjoy,

ps: v1.3.6 should be out pretty soon, probably in a few weeks time, so don't wait get your certificate and help the SIO2 project to continue to grow!
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Post  sio2interactive Tue Apr 21, 2009 12:09 am

In addition there's a quick list of what deserved to be mentioned and have been included so far in v1.3.6

- Exporter now export emptymesh
- Emitter culling bug fix
- SIO2frame support normals
- Add sio2ResetListener function
- Sound stream improvements & bug fix
- sio2ObjectRenderFrame optimization
- File format optimization (shorter tag faster parsing almost 50% faster but less user friendly) TODO: Update fileformat spec
- Lamp flag export bug fix
- sio2ImageBlur
- Added safety net for SIO2thread
- Video stop thread bug fix
- Video mem leak fix
- New action system based on Blender action strips. TODO: New video
- SIO2widget & SIO2object SIO2_TRANSFORM_MATRIX_NONE bug fix.
- Bullet 2.74 (need -fno-regmove compiler flag)
- sio2TransformRotateX & sio2TransformRotateZ takes now degree
- 5 Planes default clipping (near clipping plane is always too near anyway) 16% faster
- Integration of nvtristrip (optimizer up to 40% faster)
- GL_EXT_texture_lod_bias integration optimization
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Post  sw Tue Apr 21, 2009 7:08 am

Smile
good news in this week tongue
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Post  finthamoussu Tue Apr 21, 2009 7:20 am

WOW...

Really nice new features for a minor version update cheers
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Post  oioioi Tue Apr 21, 2009 7:57 am

That's a nice list, but where is the new animation system? If it's coming in 1.3.6

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Post  goldfrapp0x0309 Tue Apr 21, 2009 5:18 pm

Yahouuuuza!! Nice ! Keep'em comin ;^)
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Post  yarri Thu Apr 23, 2009 9:10 pm

By the way, are you going to offer an svn or git repo? The old Google code site was helpful.

Thanks,
--yarri

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Post  sio2interactive Thu Apr 23, 2009 9:52 pm

Im afraid not... too many people complain that thing were not always up to date and honestly when I change something I don't have time to modify all the 18 tutorials + the LUA wrapper + the documentation + the file format specification + tutorials comments... I prefer to do that when I have a stable version... and developing using an unstable SVN version is too risky (as people mention quite a few times in emails).

SIO2 is becoming a bit too big to still be a 1 man show... I really need help not only man power but financially also to maintain the whole project...

Sorry...
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Post  Faikus Mon Jun 15, 2009 8:44 am

Sounds really good. Using the new exporter, can we draw the triangles in strip order, but as a triangle list, not as strips? According to this document from the iPhone's graphics chip manufacturer, this is the recommended method to draw. It would be exciting to compare the different methods in 1.3.6.

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