02-13-2013, 05:58 AM,
(This post was last modified: 02-13-2013, 06:02 AM by berzingue.)
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berzingue
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Posts: 103
Threads: 13
Joined: Aug 2010
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Framerate
Practice, without shaders : FPS is around 30 fps. With shaders, around 20-15 fps. (probaby because my computer is 5 years old)
Race, 12 opponents, without shaders : FPS is around 5 fps. With shaders...3 fps.
So, I open this thread to see what we can do to have good fps !
Less polys on cars and smaller textures ? I'm busy to modelise a car chassis around 4 polys to see if it changes something....
answer is comins soon...
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02-13-2013, 08:45 AM,
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NaN
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Posts: 2,024
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RE: Framerate
There can be different factors. Texture size doesn't really matter. Number of vertices(polys) can be a factor with slow graphics cards. Other things that can make a difference a number of separate textures and number of separate meshes per car/track, the more the lower the fps. But then meshes shouldn't be too large too.
Could you run your test with
Code: vdrift.exe -profiling -dumpfps
And post the log.txt from C:\Users\<user>\Documents\VDrift
Code: INFO: Loading track from path: data/tracks/ruudskogen
INFO: Loaded surfaces file, 6 surfaces.
INFO: Track timing sectors: 2
ERROR: Failed to load "objects.txt" from:
C:\Users\nan\Documents\VDrift/tracks/ruudskogen/objects
data/tracks/ruudskogen/objects
data/carparts
data/trackparts
INFO: Car loading was successful: XS
INFO: Current FPS: 36
INFO: Current FPS: 43.8
INFO: Current FPS: 72
INFO: Current FPS: 46.4
INFO: Current FPS: 71.1
INFO: Current FPS: 47.6
INFO: Current FPS: 39.7
INFO: Current FPS: 43.6
INFO: Current FPS: 39.7
INFO: Current FPS: 61.2
INFO: Current FPS: 67
INFO: Current FPS: 69
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 0.0115627 %
car: 0.758215 %
physics: 3.10223 %
render: 76.3541 %
scenegraph: 0.331627 %
sound: 0.0412931 %
INFO: Shutting down...
INFO: Exiting
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02-13-2013, 03:16 PM,
(This post was last modified: 02-13-2013, 03:24 PM by berzingue.)
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berzingue
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Posts: 103
Threads: 13
Joined: Aug 2010
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RE: Framerate
Sorry, I'm not good with code...how must I do what you asked ? (step by step) ?
btw: I've made a test with the FF car :
- I've made a very light chassis. (Mesh = 4 triangles.)
- I've raced on Melbourne track,against 12 opponnents.
Without shaders : FPS is around 25-30 or more (previously : 5)
With shaders : FPS around 8 (previously : 3)
If we have possibility to modelise lighter tires mesh, it will probably have little more FPS...
ps : how can I change the language ? Nightly build menu is german !
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02-13-2013, 04:07 PM,
(This post was last modified: 02-13-2013, 04:23 PM by berzingue.)
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berzingue
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Posts: 103
Threads: 13
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RE: Framerate
Uh, Finally, difference between "high mesh" and "low mesh" is not so important...
My computer specs :
Acer aspire 6920G
Windows Vista
Intel core 2 duo processor T8100 @2.10 GHz
Nvidia GeForce 9500M
1st test, shaders on, high polys car:
INFO: Car loading was successful: G-P34
INFO: Current FPS: 7.3
INFO: Current FPS: 9
INFO: Current FPS: 8.7
INFO: Current FPS: 8.8
INFO: Current FPS: 7.6
INFO: Current FPS: 8.8
INFO: Current FPS: 10
INFO: Current FPS: 12
INFO: Current FPS: 10.5
INFO: Current FPS: 10.4
INFO: Current FPS: 9.7
INFO: Current FPS: 10.9
INFO: Current FPS: 8.9
INFO: Current FPS: 8.3
INFO: Current FPS: 8.2
INFO: Current FPS: 12.1
INFO: Current FPS: 11.2
INFO: Current FPS: 13.3
INFO: Current FPS: 11.4
INFO: Current FPS: 11.6
INFO: Current FPS: 13.9
INFO: Current FPS: 13.6
INFO: Current FPS: 10
INFO: Current FPS: 11.3
INFO: Current FPS: 9.9
INFO: Current FPS: 20.3
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 3.08359 %
car: 0.742873 %
physics: 20.1912 %
render: 57.0429 %
scenegraph: 0.139468 %
2ns test, shaders on, low polys car :
INFO: Car loading was successful: FF
INFO: Current FPS: 14
INFO: Current FPS: 10.5
INFO: Current FPS: 17.9
INFO: Current FPS: 17.9
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 5.93706 %
car: 1.13404 %
physics: 33.3111 %
render: 39.2196 %
scenegraph: 0.173712 %
sound: 0.119403 %
INFO: Shutting down...
INFO: Exiting
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02-13-2013, 04:54 PM,
(This post was last modified: 02-13-2013, 05:04 PM by NaN.)
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NaN
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RE: Framerate
I've got a new build. It supports custom meshes for tires, brakes and wheels.
For custom wheel meshes just set genrim to false:
Code: [wheel.fl]
texture = wheel.png, wheel-misc1.png
mesh = wheel.joe
genrim = false
For max performance remove tire and brake textures from config. This way their meshes won't be auto-generated. And create a single wheel mesh and texture that include tires, brakes.
Download vdrift-2013-02-13.exe from: https://sourceforge.net/projects/vdrift/...%20builds/
(02-13-2013, 04:07 PM)berzingue Wrote: ai: 5.93706 %
car: 1.13404 %
physics: 33.3111 %
render: 39.2196 %
scenegraph: 0.173712 %
sound: 0.119403 % With a single car? The physics are way too high.
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02-14-2013, 05:27 AM,
(This post was last modified: 02-14-2013, 05:56 AM by berzingue.)
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berzingue
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Posts: 103
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Joined: Aug 2010
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RE: Framerate
ay, I've created a car called TCAR (especially created for framerate tests).
I've modelised lowpolys wheel, and make any changes in TCAR.car.
but it doesn't works.
Can you have a look ?
Her's the link to download the car :
http://dl.free.fr/i2KcaOCEu
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02-14-2013, 10:18 AM,
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NaN
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Posts: 2,024
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RE: Framerate
log.txt
Code: ERROR: .wheel.rl.mesh not found.
ERROR: Failed to load wheels.
ERROR: Error loading car: TCAR
It somehow get confused by the space indent before mesh and texture (it shouldn't, need to figure out why). Remove them and the car will load.
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02-15-2013, 10:25 AM,
(This post was last modified: 02-15-2013, 10:28 AM by NaN.)
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NaN
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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RE: Framerate
I did some profiling on my desktop with all graphics settings set to minimum to see how expensive the physics are. 12 cars about 30% 2.6GHZ CPU is not bad.
Code: INFO: Current FPS: 398.6
INFO: Current FPS: 333.3
INFO: Current FPS: 389.2
INFO: Current FPS: 389.2
INFO: Current FPS: 437.5
INFO: Current FPS: 390.9
INFO: Current FPS: 750
INFO: Current FPS: 700
INFO: Current FPS: 750
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 6.02284 %
car: 1.44609 %
physics: 30.2994 %
render: 51.7161 %
scenegraph: 3.09748 %
sound: 0.124188 %
I can get it down to 20%, when I get the contact info from wheel collision cylinders and not wheel rays. Needs a lot of testing though.
Code: INFO: Current FPS: 483.2
INFO: Current FPS: 483.2
INFO: Current FPS: 440
INFO: Current FPS: 490
INFO: Current FPS: 490
INFO: Current FPS: 423.3
INFO: Current FPS: 449.9
INFO: Current FPS: 500
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 5.71886 %
car: 1.63211 %
physics: 19.2893 %
render: 61.3416 %
scenegraph: 3.83492 %
sound: 0.133156 %
@berzingue I think we are really graphics limited in your case. Now we need to figure out whether it is the number of objects, textures or vertices. Have you tried to set texture size to small and view distance to low btw? What does happen when you reduce the resolution down to 640x480?
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02-15-2013, 02:30 PM,
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berzingue
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Posts: 103
Threads: 13
Joined: Aug 2010
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RE: Framerate
No big differences...finally, low poly cars and high poly cars gives same fps.
When I see perforances on your computer, it should mean my computer is now too old !
So, it's ok, can develop cars, tracks and test it with good fps in practice session. I'll have to wait a little bit before have fun in races.
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