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Suggestion: High Detail Lightmaps = Low Performance?

 
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Jan 28, 2006 10:07 pm    Post subject: Suggestion: High Detail Lightmaps = Low Performance? Reply with quote

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
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Sat Jan 28, 2006 10:44 pm    Post subject: Reply with quote

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?
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Jan 29, 2006 2:00 am    Post subject: Reply with quote

A 4096x4096 texmap was most certainly not used in Quake 3 Laughing 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.
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CMe
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Joined: 30 Jun 2005
Posts: 72
Location: Ontario Canada

PostPosted: Sun Jan 29, 2006 2:14 am    Post subject: Reply with quote

Just to add to what Vampyre was saying, Quake 3 used static sized lightmaps. they were all 128x128 pixels.
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Jan 29, 2006 2:43 pm    Post subject: Reply with quote

Oh Embarassed . 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.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Sun Jan 29, 2006 3:18 pm    Post subject: Reply with quote

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 Wink So do not compare editors with engines as they are two totally different things really.
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