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Author Topic:   Do you want to Save FPS and have more planes in missions?
Spanky the Mad Dog
Pilot
posted 03-02- 07:21 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

K guys this started in the post about the F4F

"Would you like to see this in the game by Saturday??"

If you need to get up to speed:
http://www.fightersquadron.com/ubb/Forum7/HTML/000424.html


K I did some quick research and this kicks MOTHER ass. Really.

Well maybe i'm just excited.

We said we could have low poly Bombers for the AI to fly right.

Well i tried my idea and its not even the half of what we can do.

I took almost all the LODS and put the highest LOD switchin at 200 so they never switch in I don;t know what the units are I wanted to have them still switch in but ya get whats happening anyway.

check this difference.
1st pic the lanc with the 2nd level LODS showing all the time. (with the first at 200)

Check that FPS. Thats my p2 266, banshee with fog at 10 miles, 800x600,texture and object slider full. and clouds on. lets just say thats a good FPS for me.

check these 3 out with the stock Lanc. at different distances.
everything is the same same graphic options.


K I personally find this really interesting.

We can make all the bombers have a really close (pretty much never) switch in distance for the highest detail LODS. I say we keep them cause they are used for collision detetion remember.

To do this would be a bit of a hassle cause we would need 2 versions of every bomber we have if we just wanted to do it to the bombers but i think its worth it if we can get more bombers in the air.

This also brings up another really neat thought that i think should be applied to the next verion of SDOE or maybe even SDOE when we see the open source thing come along.

2nd level LOD bombers and actually all aircraft for the AI.

How hard would it be to have a switch in the game code that says (k this ain't programing by no strech)

;start
ask human/ai
if human use hi level lanc
if ai use lo lever lanc
;end

HAHAH cracked myself but you get the picture.

AND i had another thought. Why do AI pilots need dashes? or refective canopys or moving control surfaces? we still want them but they don't need to switch in till a human player gets with in say a couple 1000 feet.

If it was coded right into the game we wouldn't need 2 versions of the lanc to pull this off. the game would do it automaticly on the fly.

So what do you guys think? I think this could blow this game wide open.

[This message has been edited by Spanky the Mad Dog (edited 03-02-2000).]

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Spanky the Mad Dog
Pilot
posted 03-02- 07:27 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

K i was looking at it again and boy is this cool.

Look at the first pic and look at the FPS.

Notice that i am closer in this pic then any other.

Now notice how much lower my fps is in the closest look at the hi level LODS.

Its getting pretty close to half well a strech but you get what i mean.

I relize there is a law of deminishing returns but if we get it down to half (i really only did about 1/2 of what we COULD do) then we can have almost 2 times as many bombers in the air.

at least 1/3 more. HOW cool is that?

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mposis
Pilot
posted 03-02- 07:28 AM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
For 200 value in the LOD, the switch in distance is 14 feet.

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Spanky the Mad Dog
Pilot
posted 03-02- 07:34 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

Ok so how does that work? Whats the formula?

Are you thinking this is cool at all?

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mposis
Pilot
posted 03-02- 07:56 AM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
It is the square root of the value found in the LOD.

I think JT suggested this before. Also if you lowered the detail slider in the options menu the most detailed LODs will not be displayed.

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Spanky the Mad Dog
Pilot
posted 03-02- 08:19 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

Yeah definatly right with the detail slider but i don;t think we will be able to convince everyone to slide it down.

This could allow more planes with still hi detail for the plane your in. the other method won't

I really think the ai or human pilot thing is kinda cool to.

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DanW
Pilot
posted 03-02- 08:48 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Intel slashed prices again.

My key to better framerates is a P3 700 for well under 500 bucks.

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Sv
Pilot
posted 03-02- 09:22 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Spanky,

I bet you will find that in big missions you wil still get like 5 to 10 FPS. All the bomber AI work and physics calculations add up fast. EAW can do more planes because it is not stuck doing all the physics work.

I think the more planes you have, the more physics is the killer over polys. Statisticaly, the more planes you have, the more lower LODS each person will see anyway. Remeber, only what you see can hurt you

So as the amount of planes increase, the total polys rendered curve levels out... more and more planes don't change the poly count at all because more of those planes won't be seen anyway - or at least they will be further away and switched to low detail.

Now there is an exact 1 to 1 ratio of planes added and physics calcs. So each new plane takes a bite out of FPS here. This is the weak area...

This is why SDOE will kick ass more and more as time goes on. People get better systems and we don't need SDOEII to kick the competitions ass! We just add polys and break the planes up into smaller pieces! Now we have better graphics, better DM, and better FM!!!

Imagine SDOE on a 5000 procesor! We could have very detailed planes - breathtaking! We're talking about modeling each slat of a radiator! Moving gas-filler caps LOL!

Also imagine the DM, shoot of small pieces of wing skin! Take out main spars! What about the FM? More FPS = better physic calcs. More detailed inertia boxes. More detailed FM changes with damage.

If OpenPlane keeps up the way it is, we may see OPenPlane enhancements to give us detailed engine modeling, better control surface manipulation, moving ground objects... wow!

Just dreamin' here

------------------
-Sv =FC=

WWI in SDOE!


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Spanky the Mad Dog
Pilot
posted 03-02- 09:40 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

YEp your right SV i tried a mission with 9 lancs

and i went from 7 FPS to 8 heheh

All i'm saying is everylittle bit counts.

Look at the difference that made with one plane. Thats pretty cool.

and if you notice the plane does't look that bad.

Now do you really think we need the highest level lod to switch in very far out? i don't i think it shouldn't switch in until that lanc is almost filling the windscreen of your FW. But i bet it switches in WAY sooner then that.

I personally don't think we should have to upgrade our computers every year. What we need is PC games that are more optomized for the pcs people actually use. instead of the pcs they will be using when the game is 4 months old.

Look at consoles. the games get better every year by leaps and bounds and the hardware is the same.

the good thing is MH is doing exactly that. he is putting some the code optomization he did for the rc sim into SDOE.

How cool is that?

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JT
Pilot
posted 03-02- 10:06 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
>I think the more planes you have, the more physics is the killer over polys. Statisticaly, the more planes you have, the more lower LODS each person will see anyway. Remeber, only what you see can hurt you

This brings up an interesting question. Couldn't the physics, motion, and other processor related issues of the AI planes get simplified when they are out of visual range. Couldn't the movements of say 4 planes get grouped into the motion of 1? ... kind of like the "player bubble" in Falcon 4. That way, we can be sure that the framerate isn't getting massacred by stuff that is going on off screen.

[This message has been edited by JT (edited 03-02-2000).]

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JT
Pilot
posted 03-02- 10:07 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
>This is why SDOE will kick ass more and more as time goes on. People get better systems and we don't need SDOEII to kick the competitions ass!

True. I hate to use a buzz-word, but SDOE is perhaps the first truly scalable sim.

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Sv
Pilot
posted 03-02- 10:17 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I live by the work scalable. I have to say it ten times a day at work

As far as the AI idea JT, don't forget that this could be a group of planes dogfighting out there - they need to do their stuff in order to make missions fun.

We have 3D cards to off-load the 3D processor work, right? What we need is the first PC based FM card! Think of it! It could be optimized to do physics the way a 3D card does hardware based 3D math. This would probably make SDOE 100 times faster. Imagine if your systen had to do all of the 3D work? Wouldn't we get like 40 seconds per frame instead of 40 frames per second?

So a game just calls APIs to create airfoil objects, intertia objects, etc. Then the card does the work. That would be cool...

-Sv

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Captain CanucK
Pilot
posted 03-02- 03:10 PM     Click Here to See the Profile for Captain CanucK   Click Here to Email Captain CanucK     Edit/Delete Message   Reply w/Quote
Well, I like your idea, spanky... I was actually getting real excited with as I read on... but then Sv had to bring up the physics issue =(
Oh well, now I'm investing my hope into MH - I prey that he'll come through with some code modifactions that'll make this game more playable for people who don't have bottomless pockets to keep upgrading their machines. You bring up a good point about the console machines... I think most PC games are coded rather unefficiently. I also run on a P2 266 o/c'ed to 300, and SDOE can be really unbareable at times. Anyways, just my thoughts....

------------------
-Capt. CanucK
166 Bulldog Sqn, RCAC

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Spanky the Mad Dog
Pilot
posted 03-03- 12:22 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

SV. We used to have those back in the day remember. Math co-processor.

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Tailslide
Pilot
posted 03-03- 02:03 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

The FPU on the Athlon kicks butt on the pentium I think it'd be the ultimate SDOE machine.

TS

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ReaperMan
Pilot
posted 03-03- 02:49 PM     Click Here to See the Profile for ReaperMan   Click Here to Email ReaperMan     Edit/Delete Message   Reply w/Quote
Spanky, these days the math coprocessor is built into the chip. I like Sv's idea about a physics card. The more games that start using realistic physics, the more we would benefit from something like this.

-=TheReaper=-

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Spanky the Mad Dog
Pilot
posted 03-03- 06:22 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

Reaper. Yep exactly. But I think that since physics as far as I know is just a bunch of # crunching that we just need better FPUs in the CPUs

Tail I totally agree with you man. too bad i have to go down to a celeron for my next chip.

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