Graal Forums  

Go Back   Graal Forums > Development Forums > NPC Scripting
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #61  
Old 05-19-2012, 04:43 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Hezzy002 View Post
Wait, no math or rendering as in a 64x64 loop without transformation or rendering? What else are you doing? It sounds like something odd is going on if you're getting significant performance drops from things other than what should most intensive parts.

Unless I'm misunderstanding what you meant by math and rendering, of course.

Putting each polygon on its own layer, or at least ensuring neighboring polygons don't have the same layer should prevent Graal from trying to sort them. Normally Graal sorts images by their bottom left corner, which, at least on some of the older clients, caused huge performance drops because it was done every frame without regard to the previous frame (It should store the new, sorted data so the majority of the stuff is still sorted).

Dynamically scaling up would drastically increase performance and visual quality..
My mistake, it was disabling everything other than the polygons. I ran a 64*64 loop and only displayed polygons, with nothing else going on in the loop, and that's what caused the massive slowdown. Even without textures applied. I will have to try the layer thing, but I doubt it would make much of a difference in extreme cases. The fact that I can render an entire level with this perspective with no slowdown(while only have some minor visual distortion), is quite an accomplishment in Graal, imo.
Reply With Quote
  #62  
Old 05-19-2012, 05:06 PM
Hezzy002 Hezzy002 is offline
Registered User
Join Date: Jul 2011
Posts: 247
Hezzy002 is a jewel in the roughHezzy002 is a jewel in the rough
Quote:
Originally Posted by DustyPorViva View Post
My mistake, it was disabling everything other than the polygons. I ran a 64*64 loop and only displayed polygons, with nothing else going on in the loop, and that's what caused the massive slowdown. Even without textures applied. I will have to try the layer thing, but I doubt it would make much of a difference in extreme cases. The fact that I can render an entire level with this perspective with no slowdown(while only have some minor visual distortion), is quite an accomplishment in Graal, imo.
If that's the case, then it's very likely that Graal renders scripted images and polygons into their own draw call. The bottleneck here is the communication between the CPU and GPU taking too long because the CPU has to upload data to the GPU, and wait for it to return before it can push the next polygon, etc. Normally, the CPU uploads it all at once which is significantly quicker.

Because of this, the only way to increase performance here is to use less polygons to reduce the amount of draw calls between the CPU and GPU.

I wonder.. is there a way to render the entire scene with just one, massive polygon? It would be possible if you can manipulate the UV coords independently of the vertex positions. If you could pull that off, your performance would literally skyrocket.
Reply With Quote
  #63  
Old 05-19-2012, 05:46 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Hezzy002 View Post
I wonder.. is there a way to render the entire scene with just one, massive polygon? It would be possible if you can manipulate the UV coords independently of the vertex positions. If you could pull that off, your performance would literally skyrocket.
You can, yes, however Graal doesn't map textures correctly. It will break on the diagonal seam(which is also what is causing the distortion with current rendering). That's why I had to resort to using multiple polygons, to break that seam issue.

Oh, and also even if you use one polygon, you can't emulate distance with it.
Reply With Quote
  #64  
Old 05-19-2012, 06:08 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by DustyPorViva View Post
Oh, and also even if you use one polygon, you can't emulate distance with it.
Why not?
Reply With Quote
  #65  
Old 05-19-2012, 06:43 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Crow View Post
Why not?
Because you can only apply one texture to a polygon, and you'd need the have the Y scale of the image vertically get smaller towards the horizon. At least, that's how I figure. Either way Graal doesn't like skewing textures on polygons.
Reply With Quote
  #66  
Old 05-19-2012, 06:47 PM
Hezzy002 Hezzy002 is offline
Registered User
Join Date: Jul 2011
Posts: 247
Hezzy002 is a jewel in the roughHezzy002 is a jewel in the rough
Quote:
Originally Posted by DustyPorViva View Post
Because you can only apply one texture to a polygon, and you'd need the have the Y scale of the image vertically get smaller towards the horizon. At least, that's how I figure. Either way Graal doesn't like skewing textures on polygons.
If you can set the UV coords independently from the vertex positions like I said earlier then you can do the exact same thing you're doing now with a single polygon. How do you set the UV coords?
Reply With Quote
  #67  
Old 05-19-2012, 06:58 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Hezzy002 View Post
If you can set the UV coords independently from the vertex positions like I said earlier then you can do the exact same thing you're doing now with a single polygon. How do you set the UV coords?
I don't think you can. Regardless, this is what it looks like when you apply an image to a skewed polygon:



The issue was brought up with Stefan a long time ago, but I don't think it will ever be fixed.
Reply With Quote
  #68  
Old 05-19-2012, 07:00 PM
linkrulz4 linkrulz4 is offline
A decade of fun~ 'w'
linkrulz4's Avatar
Join Date: Sep 2002
Location: erectin a dispenser
Posts: 25
linkrulz4 is on a distinguished road
Send a message via AIM to linkrulz4
Quote:
Originally Posted by DustyPorViva View Post
Dat GraaLSD
__________________
sanvich?
Reply With Quote
  #69  
Old 05-19-2012, 07:02 PM
Hezzy002 Hezzy002 is offline
Registered User
Join Date: Jul 2011
Posts: 247
Hezzy002 is a jewel in the roughHezzy002 is a jewel in the rough
Quote:
Originally Posted by DustyPorViva View Post
I don't think you can. Regardless, this is what it looks like when you apply an image to a skewed polygon:

The issue was brought up with Stefan a long time ago, but I don't think it will ever be fixed.
You said it an earlier post you could :/

Anyway, if you can't set UV coords independent of their vertex positions, then the only increase in framerate that'll really help you is reducing the amount of draw calls. In your case that pretty much means the only thing you can do is reduce the amount of polygons. You should really scale the quality up from high to low as it approaches the horizon, though, with this technique it's the only room for speed improvements as far as I can tell.
Reply With Quote
  #70  
Old 05-19-2012, 07:06 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Hezzy002 View Post
You said it an earlier post you could :/

Anyway, if you can't set UV coords independent of their vertex positions, then the only increase in framerate that'll really help you is reducing the amount of draw calls. In your case that pretty much means the only thing you can do is reduce the amount of polygons. You should really scale the quality up from high to low as it approaches the horizon, though, with this technique it's the only room for speed improvements as far as I can tell.
I misunderstood, but no I don't think you can mess with UV coordinates.

As for the quality, aye I have considered having near polygons larger, but that would involve a lot of core rework. Also, the problem with that is in order to better imply the distance of the ground towards the horizon, it also needs a decent polygon count.

I'm not really stressing over it. I don't run an awesome rig so anyone with decent gamer towers can probably run it at a 2:1 tile to polygon ratio.
Reply With Quote
  #71  
Old 05-20-2012, 07:05 AM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Managed to get this much done just before bed. Finally implemented rendering gmaps. It's still a bit buggy(some levels seem to not be rendering, some divide by 0 issues with some polygons), but I'm very glad I got past that hump.
Reply With Quote
  #72  
Old 05-20-2012, 10:44 AM
Fulg0reSama Fulg0reSama is offline
Extrinsical Anomaly
Fulg0reSama's Avatar
Join Date: Sep 2009
Location: Ohio
Posts: 3,049
Fulg0reSama has a brilliant futureFulg0reSama has a brilliant futureFulg0reSama has a brilliant futureFulg0reSama has a brilliant futureFulg0reSama has a brilliant futureFulg0reSama has a brilliant futureFulg0reSama has a brilliant futureFulg0reSama has a brilliant future
Quote:
Originally Posted by DustyPorViva View Post
Managed to get this much done just before bed. Finally implemented rendering gmaps. It's still a bit buggy(some levels seem to not be rendering, some divide by 0 issues with some polygons), but I'm very glad I got past that hump.
I must say Dusty, this is really good, extremely impressive, but I do have one small question.

Do you plan to allow certain tiles to stand up with this (of course once you've worked out any bugs like you've mentioned)?
Example: Trees or fence tiles, or house tiles.
__________________

Careful, thoughts and opinions here scare people.
Reply With Quote
  #73  
Old 05-20-2012, 02:29 PM
Hezzy002 Hezzy002 is offline
Registered User
Join Date: Jul 2011
Posts: 247
Hezzy002 is a jewel in the roughHezzy002 is a jewel in the rough
Nice work, but the transformation is still quite off. The scene should see more distortion toward the top in the way of shrinking horizontally. Also, the horizon line isn't appearing properly.
Reply With Quote
  #74  
Old 05-20-2012, 04:41 PM
MattKan MattKan is offline
the KattMan
Join Date: Aug 2010
Location: United States
Posts: 1,325
MattKan is a splendid one to beholdMattKan is a splendid one to beholdMattKan is a splendid one to beholdMattKan is a splendid one to beholdMattKan is a splendid one to behold
Send a message via AIM to MattKan
This is quite interesting. Will we finally see a Graal 3D?
Reply With Quote
  #75  
Old 05-20-2012, 04:43 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by MattKan View Post
This is quite interesting. Will we finally see a Graal 3D?
Does that look 3D to you?
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 08:56 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.