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[SOLVED] *.obj file issue


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Hello everyone!

 

I have two questions.

 

Fist question:when I using a *.obj file. My *.obj file has over 50000+ vertices. I copied 5 of this model to create my world, but the FPS of this world just only 15. I want to know how to handle this world smoothly.

 

The second question: in my application when I loaded Editor by "editor_load", the ESC dialog twinkle until I quit from Editor. I wanna know how to avoid this issue.

 

thanks!

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Hi Yunrui,
 

Fist question:when I using a *.obj file. My *.obj file has over 50000+ vertices. I copied 5 of this model to create my world, but the FPS of this world just only 15. I want to know how to handle this world smoothly.

There should be no problems with rendering 250k polygons per frame for a modern GPUs. However, if you have a lot of small pars in this object you can have a large number of draw calls. You can check the number of polygons rendered per frame and draw calls count in performance profiler (show_profiler 2 command in console).

To reduce the number of draw calls you can reduce the number of small surfaces (merge them into a single one, for example) or hide some geometry with occluders.

 
Could you please also send us your content (or single *.obj file) for testing?
  

The second question: in my application when I loaded Editor by "editor_load", the ESC dialog twinkle until I quit from Editor. I wanna know how to avoid this issue.

We've recently fixed this issue for Qt integration samples: https://developer.unigine.com/forum/topic/3136-solved-blinking-unigine-settings-window/#entry17735
If you are not using the Qt integration could you please tell us how to reproduce such issue step-by-step? Also a video or screenshot with this behavior can be really helpful.
 
Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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Could you please also send us your content (or single *.obj file) for testing?

 

I'll seriously consider the solution you give. The *.obj file has upload to my cloud disk as follow:

http://pan.baidu.com/s/1jGphHl0

Thanks for your help sincerely.

 

We've recently fixed this issue for Qt integration samples: https://developer.unigine.com/forum/topic/3136-solved-blinking-unigine-settings-window/#entry17735

If you are not using the Qt integration could you please tell us how to reproduce such issue step-by-step? Also a video or screenshot with this behavior can be really helpful.

Yes, my application is Qt based. This issue had resolved by you solution.

 

Thanks. 

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The Present time of my world is about 80ms  with my platform: Windows 7 x64, Intel® Core Quad CPU Q9500 @2.83GHz, 8.00GB RAM, NVIDIA GeForce GT 620.

 

To the description of Present in the official reference manual:

"

  • When Present time is high, it means either of the following:
    • If the framerate is low, it signals that there exists a GPU bottleneck. The art content needs to be optimized in this case.

"

It means my *.obj file is too big to the GPU of my platform?

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Hi Yunrui,

 

I'm afraid this model is too complicated for the GTX 620. It is containing about 1 million polygons actually. You can try to disable shadows in WorldLight object to get a little more performance.

But in your case, I think it would be better to change the GPU or to optimize the model itself.

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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Hi Yunrui,

 

I'm afraid this model is too complicated for the GTX 620. It is containing about 1 million polygons actually. You can try to disable shadows in WorldLight object to get a little more performance.

But in your case, I think it would be better to change the GPU or to optimize the model itself.

 

Thanks!

 

Thanks, I'll take you suggestion into account seriously .

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