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Author Topic:   Questions about terrain files
Bryan Russell
Pilot
posted 12-01- 07:36 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I think I've found two of the load time killers for SDOE terrain, being number of used names, and number of models. I've fixed the first one by just using one name for 10,000 or so models, and the second I've relieved by using sub-tiles within the main tiles. This gives about 300kmx300km terrain with acceptable load times. The amount of sub-tiling that is acceptable will depend on the amount of pixelation we can put up with the ground textures (unless super textures can be made to work with "sub-tiles".) Anyway I'll be pushing the sub-tile concept a bit to see what a new limit will be, 300kmx300km is comfortable at the moment. Now for the questions:

1. Does it matter if all of the terrain "tile" models have the same name?

2. As I mentioned I solved one load time problem by having the names all of the same, but there is another point, which is just before the "Aircraft" tick comes up on the loading GUI, where the load time also appears to increase exponentially with terrain size/number of models. It there something I can improve in the SM file that will help this? If this can be solved then even bigger terrains will be possible.

3. Bigger terrains seem to cause a large hit on FPS, even though I've got the clip distance quite close. As an example, at 50 tile x 50 tiles I get 50fps sitting near the ground in slew mode with 3 109's flying around, but with 100 tiles x 100 tiles I get 15FPS, and with 200x200 (after the long wait for it to load!) it falls to 2-4FPS. I was sort of expecting the loaded size not to matter, as the visible part is the same for each terrain. The only thing that sprung to mind was memory usage, but i didn't notice any disk cache swaps. Is there anything I can optimise in the SM file to help this? It appears to be number of models related rather than number of polygons.


Thanks,

Bryan

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Sp@nky
Pilot
posted 12-01- 07:57 PM     Click Here to See the Profile for Sp@nky   Click Here to Email Sp@nky     Edit/Delete Message   Reply w/Quote

Well man i can't answer any of your questions but i will say we have to solve this FPS thing cause they won't be usable online i already have problems staying over 20

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Sp@nky
Pilot
posted 12-01- 07:58 PM     Click Here to See the Profile for Sp@nky   Click Here to Email Sp@nky     Edit/Delete Message   Reply w/Quote

MH if you know can you tell us the top three things that most effect FPS in order?

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Bryan Russell
Pilot
posted 12-02- 03:48 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Spanky,

One thing you have to keep in mind is that I only have a low spec machine. Most of the games I play with a decent number of aircraft only get to 12-15 FPS tops any way.

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Michael Harrison
General
posted 12-02- 07:28 AM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
Bryan:

1) No, as long as they aren't referred to by name in any other object property list. I say that mostly for future reference as I'm not aware of any user-mods that care what the terrain is named and we certainly don't have anything that cares.

2) There's nothing you can do at the moment other than make the terrain smaller I have some designs on paper that will both speed up terrain loading and allow OP to handle much larger terrain but that code won't go in until after our current product ships.

3) That's a biggie. I'm sure we've never tested the engine with 10K models.

The things the will slow it down are certainly the number of models, but also you may be killing collision detection. Our method of determining collisions is very general and needs some of the work I mentioned in #1.
It will also take quite a while for the engine to walk the list of object (models) when determining which ones are visible and which are not.

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kopper
JAG
posted 12-02- 09:14 AM     Click Here to See the Profile for kopper   Click Here to Email kopper     Edit/Delete Message   Reply w/Quote
Bryan,

How detailed is the larger terrain? Is it flat undetailed land?

------------------
Kopper

Fortunae Nihil
(Nothing to Chance)
OPPs Making SDOE a Dangerous place.
One plane at a time.

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Bryan Russell
Pilot
posted 12-02- 07:48 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Kopper,

At the moment it is height mapped based on the DEM at 1KM intervals, with 3kkm^2 per "Tile" , but with the same texture at the moment. It doesn't look too bad, and you can see some elevation (depending on which part of the DEM it is).

I haven't created the Vertex normals properly yet, so lighting isn't going to show up on the terrain, which reminds me of another question for MH is he's still listning, if I get the normals right, and set the texture flags etc correctly will the terrain be lit and smooth shaded?

I believe that the detail is more of a time thing i.e. creating detail on 10,000-40,000 tiles could take a little while. I would invisage that it would start off 1km sq tiles based on the DEM elevation and bits could be added like the dover cliffs, a few sub-1km width hills etc. If someone could get there hands on dem data( or equivilent ) for parts of england and western europe at a higher resolution this could be done automatically.

From what I've seen ( and I could be wrong of course) model numbers are the main problem with large terrains rather than polygon count, since the view distance takes care of this. This is until a memory limit is reached of course.

Bryan

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Bryan Russell
Pilot
posted 12-02- 07:49 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Michael,

Thanks for the reply. It sounds like there may be room for improvement so I'll continue on assuming it may get sorted in the future sometime.

Kopper,

At the moment it is height mapped based on the DEM at 1KM intervals, with 3kkm^2 per "Tile" , but with the same texture at the moment. It doesn't look too bad, and you can see some elevation (depending on which part of the DEM it is).

I haven't created the Vertex normals properly yet, so lighting isn't going to show up on the terrain, which reminds me of another question for MH is he's still listning, if I get the normals right, and set the texture flags etc correctly will the terrain be lit and smooth shaded?

I believe that the detail is more of a time thing i.e. creating detail on 10,000-40,000 tiles could take a little while. I would invisage that it would start off 1km sq tiles based on the DEM elevation and bits could be added like the dover cliffs, a few sub-1km width hills etc. If someone could get there hands on dem data( or equivilent ) for parts of england and western europe at a higher resolution this could be done automatically.

From what I've seen ( and I could be wrong of course) model numbers are the main problem with large terrains rather than polygon count, since the view distance takes care of this. This is until a memory limit is reached of course.

Bryan

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Bryan Russell
Pilot
posted 12-03- 04:54 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Hmmm..

So thats what happens when the browser freezes when posting.

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Michael Harrison
General
posted 12-03- 08:20 AM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
Bryan: Yes, once you get the normals the way you want them and don't use the "noshade" flag (as is done on the shipping terrain) it will be lit properly.

We used noshade on the shipping terrain because:
1) no time of day support.
2) the terrain texture included the shading cues (shadows and such)

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