Rob Posted August 14, 2012 Share Posted August 14, 2012 I noticed when using multiple decals the performs goes down a lot, I have an area in which I used 25 decals with only 3 textures but this cut down my framerate by 50 frames The worst thing about this is that it decreases the framerate for the entire scene, I tried settign the decal distance under render settings > common but for some reason this doesnt do anything So what can i do about this? I just did another test with just 5 decals with only 2 individual textures and it still cuts my framerate by 50 frames so what could be going wrong? Link to comment
manguste Posted August 14, 2012 Share Posted August 14, 2012 The bug is confirmed, a decal distance option is not working indeed. Passed to developers. As for the performance drop, you can disable decals with a distance (when fixed) or use life time and fade time options to decrease the time a decal is rendered on the screen. Please, provide us a test scene (or at least more details+a screenshot) so we can give any other advices. Link to comment
Rob Posted August 14, 2012 Author Share Posted August 14, 2012 Here is a screenshot of the decals, used about 25 decals to add details to an area similar to what Unigine did in the tropic demo I use 2x 1024x1024 texture for the cracks and damage and 1 512x512 texture for the stripes As I was testing this I noticed the fps going down fast, even when using only 5 decals the fps drops, atm im using the orthographic projection decals but it doesnt really matter which one I use as the framedrop will be present with any type of decal All of the decals are using an alpha channel and the material is set to src alpha / one minus src alpha, I copied these material settings directly from the tropic demo the textures are saved as DXT 5 also the same as the decal textures in the tropic demo Atm im considering using a plane mesh with all the details textured on it as this clearly isnt working as the fps drops but something must be wrong on my end if I cant even use 5 decals with 2x 1024x1024 textures Link to comment
manguste Posted August 14, 2012 Share Posted August 14, 2012 Now it's more clear, but still not enough information, I'm afraid. Can't reproduce such performance drop. Please send us: A test scene with these decals and materials. A log file so we can check your configuration. Link to comment
Rob Posted August 15, 2012 Author Share Posted August 15, 2012 Where do I find a log file? Will try to produce a test scene as our scene is much too large Could it have something to do with the overlap detail materials of the terrain perhaps? Was wodnering about that since the tropic demo doesnt use those Link to comment
manguste Posted August 15, 2012 Share Posted August 15, 2012 Where do I find a log file? It's <UnigineSDK>/bin/log.html. Link to comment
Rob Posted August 15, 2012 Author Share Posted August 15, 2012 Here is the log file, I do have to mention that I have a replacement gfx card in my pc at the moment so I cant really see the difference of fps as I am having a low fps anyway for the moment I also atached the decal textures Decaltextures.rar log.html Link to comment
manguste Posted August 16, 2012 Share Posted August 16, 2012 Rob, First of all, you can see the decal projection area is wasted at the edges increasing the polygon count. You can create a rectangular texture for your decal and adjust the projection area via Aspect parameter. This way, instead of a full square a narrower area will used for projection (lesser polygon count, less problems with fill rate in case of overlapping decals). Secondly, use decals masks to avoid situations when decals are project on all objects. Especially if these objects are high-poly ones, skipping them and projecting decals only on the floor can be really good performance-wise. Link to comment
Rob Posted August 16, 2012 Author Share Posted August 16, 2012 Rob, First of all, you can see the decal projection area is wasted at the edges increasing the polygon count. You can create a rectangular texture for your decal and adjust the projection area via Aspect parameter. This way, instead of a full square a narrower area will used for projection (lesser polygon count, less problems with fill rate in case of overlapping decals). Secondly, use decals masks to avoid situations when decals are project on all objects. Especially if these objects are high-poly ones, skipping them and projecting decals only on the floor can be really good performance-wise. Oke will give this a go as soon as I have a replacement gfx card to see if I can get better performance, thanks for the tips Link to comment
frustum Posted September 4, 2012 Share Posted September 4, 2012 Decal distance has been fixed. Link to comment
manguste Posted September 10, 2012 Share Posted September 10, 2012 Plus rendering of decals is optimized: improved culling gave a performance increase. Link to comment
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