jiankang.yao Posted March 30, 2011 Share Posted March 30, 2011 we have two scenes, the 1.jpeg is the information of firt one, and another is the second. the first one have more shaders, more materials, more triangles and surface, at the same time we could see it Consume more render time. but it's FPS is 100 while the second one is 50, why that happend? it's seems that all information of the first one is bigger that the other one except the present time, what's the meaning of present time? if is that cause the low FPS? How should we do? Link to comment
manguste Posted March 30, 2011 Share Posted March 30, 2011 Please, take a look at this post: What does present cover in the profiler. Link to comment
jiankang.yao Posted March 31, 2011 Author Share Posted March 31, 2011 * vertex processing: reduce number of polygons in the scene by creating lods or occluder geometry. the second scene has less triangle, so it seem to not because of that. * pixel processing: set up medium quality for shaders, reduce textures resolution, set up fade distances for lights and shadows. we have set up medium quality for shaders, and the second scene exausted less texture memory, and all texture have been compress to dds format, we directly turn off shadow, but's it's don't work, so it also seem to not because of that. * framebuffer and memory operations: reduce render targets size (shadow maps, reflections size, screen resolution, antialiasing), reduce scene overdraw by art optimizations, reduce texture size or compress textures in case if uncompressed are used. the second scene have same screen resolution with first scene, we turn of shadow ,reflections, antialiasing and almost all postprocess, but the second scene also has less FPS than the first scene. Link to comment
ulf.schroeter Posted March 31, 2011 Share Posted March 31, 2011 * vertex processing: reduce number of polygons in the scene by creating lods or occluder geometry. the second scene has less triangle, so it seem to not because of that. * pixel processing: set up medium quality for shaders, reduce textures resolution, set up fade distances for lights and shadows. we have set up medium quality for shaders, and the second scene exausted less texture memory, and all texture have been compress to dds format, we directly turn off shadow, but's it's don't work, so it also seem to not because of that. * framebuffer and memory operations: reduce render targets size (shadow maps, reflections size, screen resolution, antialiasing), reduce scene overdraw by art optimizations, reduce texture size or compress textures in case if uncompressed are used. the second scene have same screen resolution with first scene, we turn of shadow ,reflections, antialiasing and almost all postprocess, but the second scene also has less FPS than the first scene. If above actions didn't help in tracking down the issue you should provide both test scenes via FTP for download, so UNIGINE can analyse it. Link to comment
manguste Posted March 31, 2011 Share Posted March 31, 2011 Are the rendering settings in both scenes the same? May be in one of them SSDO is enabled? Could you please at least share some screenshots or, as Ulf said, provide test scenes? Link to comment
jiankang.yao Posted April 1, 2011 Author Share Posted April 1, 2011 no ssdo, we even press F3 to turn off all light and all postpross, the first scene have 300 shaders, 300 material and 350000 triangles with 120 FPS, while the second scene have 40 shaders, 60 materials and 250000 triangles with 100 FPS. Link to comment
binstream Posted April 1, 2011 Share Posted April 1, 2011 Please upload minimal test scenes for problem reproduction and email a link to support@unigine.com Link to comment
jiankang.yao Posted April 2, 2011 Author Share Posted April 2, 2011 This is some screen shoots from two scene, now our developing PC could not connect to internet. pic.zip Link to comment
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