View previous topic :: View next topic |
Author |
Message |
Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
|
Posted: Sat Jan 28, 2006 10:07 pm Post subject: Suggestion: High Detail Lightmaps = Low Performance? |
|
|
Hello everyone.
DeleD is very cool, yes. Its the most simplest and userfriendliest modeler (and mapper) ive ever seen (after C4D). It has most base functions for mapping and static modeling. In the moment, i dont need more.
The lightmapper shipped with DeleD is very cool. It is very accurate for an "normal" lightmapper. The quality is good too.
The only suggestion i have is, that when i have really detailed lightmaps (4096x4096, ind. tex. min. 128x128, ind. tex. max. 512x512, 3 blur filter passes) the performance goes down to the cellar.
Its strange becuase games like HL2, Quake3 or Nexuiz use extremely detailed lightmaps with higher resolution (i think). Why is the performance of high detailed lightmaps in DeleD so bad?
wfg, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Sat Jan 28, 2006 10:44 pm Post subject: |
|
|
What exactly do you mean by performance? The first thing that comes to my mind is the speed at which lightmaps are generated. Is that what you mean? Or do you mean the quality of the lightmaps? |
|
Back to top |
|
|
Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
|
Posted: Sun Jan 29, 2006 2:00 am Post subject: |
|
|
A 4096x4096 texmap was most certainly not used in Quake 3 That's 52mb of texture data. That's going to cause some major texture cache thrashing going back and forth like that, especially if you aren't doing an optimized render of the scene. That will kill a 64mb card, and it probably won't even fit on the card after the various parts of the frame buffer have been allocated.
It's possible that your lightmaps are being stored in system ram and being sent very slowly to the video card as needed every single frame. |
|
Back to top |
|
|
CMe Member
Joined: 30 Jun 2005 Posts: 72 Location: Ontario Canada
|
Posted: Sun Jan 29, 2006 2:14 am Post subject: |
|
|
Just to add to what Vampyre was saying, Quake 3 used static sized lightmaps. they were all 128x128 pixels. |
|
Back to top |
|
|
Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
|
Posted: Sun Jan 29, 2006 2:43 pm Post subject: |
|
|
Oh . And Half-Life 2?
Quote: |
What exactly do you mean by performance? |
Well, i mean the speed in there the scene with applied lightmaps is rendered. When im looking around in my Scene, its jerking the whole time.
wfg, Sindwiller
ps. I will try 512x512. _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Sun Jan 29, 2006 3:18 pm Post subject: |
|
|
Well, DeleD is a modeller, not a 3D engine. Therefor, no real speed-optimization routines have been implemented. If, for example, we were to use BSP or Quad trees to render our scene (as many 3D engines do), we would have to recreate those trees everytime a user makes a modification to the geometry. As you can imagine, this is not something you really want to do when editing your scene as it is very timeconsuming So do not compare editors with engines as they are two totally different things really. |
|
Back to top |
|
|
|