Can you please give me some benchmark on the performance of the engine ? It’s an hybrid quadtree/portal rendering.
I don’t have a clue on how the interpolation models behave on another computers because they are linked to the frame rate .,so i would apreciate some feedback.
And, if you think if it would be a playable game in your machine regarding rendering speed.
frame rate outside 40-50FPS
inside 70-80FPS
animation is very choppy on gun.
When inside when near the guy FPS drop < 0.2FPS!!! at this point it sometimes also crashes or sets the player position on top on the ground?
Collision detection is a little choppy, sometimes you can walk through parts of walls, pillars, steps etc and sometimes you can look through the walls.
slightly annoying poping with the terrain.
Nice lighting and good looking terrain and sky. Well done, I had an idea like this using portals to link the outside and inside to allow windows and doors etc. Is there any AI, I saw the guy walking about??
Keep up the good work.
Ditto, sometimes the terrain popping was severe. Only other things odd I noticed were some blending errors with the flares. For example, if you stand in a position that puts a flare sufficiently close to the line of sight to one of those particle system torches, the torch become obstructed. Also I could see the background of the flare texture blending with the scene. You can completely cut out the flare background with an alpha test. My machine specs: 700 MHz Duron, TNT 6.50 Det3, 256 MB. Oh also is there a run key? The place is so huge I wanted to run around but could only walk.
I have an Athlon 600MHz, Geforce256 running det6.50 (or something like that), 128 RAM. I ran the demo in 800x600 fullscreen 32bpp, frame rates stayed around 90-100 sometimes getting to 110. One time though there was a sharp jert as i turned very quickly. There are some graphical glitches that can be fixed. All in all well done!
Tim Stirling:
I’m having problems getting the animation look good. My problem is that i lock the frame rate at 60 for 800x600, but if the computer runs slower than 60 the interpolation on the models fails completely and gets weird…
Yes, there is some basic AI, just testing some stuff.
DFrey:
Those blending errors happen because i’m not sorting the transparent surfaces before rendering. When i sort them, that effect should be gone. Yes, you can run with the F5 key…, not exactly run, more like hyperspace run
MrShoe:
Pretty high fps you get., on my Athlon 900 Mhz, with a Geforce2 mx at 800x600x32 i only get around 60.
Won’t work at all for me, it just displays the loading mesage and then crashes. I have an Athlon @900MHz 256 Meg RAM and a GeForce 2MX with 12.41 drivers running Win2000.
Ok, I looked at it again, and those blending errors I was speaking of can be easily fixed by disabling depth writes when drawing the flares and other transparent things. I also noticed a clipping error this time. If you stand too close to a corner inside (e.g. at inside corner at a turn in the hallway), the corner appears to get clipped by the near plane. I would either offset the bounding plane of the walls a bit more, or try pulling in the near plane (and far plane) while inside, and push out the near plane (and far plane) while outside.
[This message has been edited by DFrey (edited 06-13-2001).]
There is a pattern forming here, all those with win2k have it crash! Just proves my theory that every product that MS release is worse than the previous one. Take DOS, that is far better than windoze, I have a very old version of excel but it some very good graph functions but those have all been removed for excel2K and there are just hundreds of useless 3d pie and bar graphs and charts etc. We need someone with windows me to see if it is the NT side of win2k playing up.
Tim , you are absolutely right…, so far no one thas runs it under win2k has sucessefuly run it. Unfortenly i have no ideia why…, and i’m not using inline assembler, everything is in pure C/C++.
I’m runnning under WinME, i think i will have to get win2k to see if i find out what’s wrong., or release a exe with a log file…
lgrosshennig…, you say that it’s slower in 16 bit mode…, did you disabled the mirrors ?
mirrors require stencil buffer, i don’t know about the Geforce 256, but the Geforce2MX
only supports stencil in 32 bit, at 16 bit it runs in software.
115 fps looking straight up at sky
75 fps looking into the distance outside
45 fps looking at a wall outside
55-80 fps inside
28 fps looking in mirror.
6 fps looking into the yellow floating blob in the smaller outside square building.
the gun started to morph like crazy when i walked into the yellow floating blob thingy in the small square building.
being near the group of guys or the guy inside didn’t do anything to the frame rate.
[This message has been edited by grady (edited 06-14-2001).]
bruno, plz could you send me your code sometimes? i try to just compile it under win2k, letz find the possible bug… i dont know but i think you are in holidays yet, bad, cause if not, you could give it during the holidays…
anyways bruno, you did great job ( yep, i played it, under win2k! but i’m friend of him, and i have an other version… ), cant wait to see a more bugfree version, it looks so good. have nice holidays
guys…, thanks everyone…everyone has been wonderful testing this
Tomorrow i will be away for some time ( nice guess dave )…,
I’l talk with you guys later…,