Thread: 300+ fps on a custom 317 engine

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  1. #11  
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    Leanbow's Avatar
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    Looks like a typical 317 software renderer, would like to see more proof
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  3. #12  
    300+ fps on a custom 317 engine



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    Quote Originally Posted by Goffredo View Post
    Some people have high refresh rate monitors. IMO the client should run up to your monitor's refresh rate
    yes but andy's point is for what reason? the graphics, animations, etc are all written to be rendered at 50fps, unless you have animation tweening (which i presume is what andy is asking to show off) then there's no point rendering any higher because the only thing that will look smoother is the camera as you pan left/right - all the animations will look just as choppy, if not more so

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  5. #13  
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    Quote Originally Posted by Leanbow View Post
    Looks like a typical 317 software renderer, would like to see more proof
    Why should I prove something when there's a live version that you can try out yourself? Hop onto Emps-World and type ::vbomode to enable it. The client already streams vertices to the GPU on the current implementation. The real speedup is going to come from usage of VBOs though.


    Quote Originally Posted by Scu11 View Post
    yes but andy's point is for what reason? the graphics, animations, etc are all written to be rendered at 50fps, unless you have animation tweening (which i presume is what andy is asking to show off) then there's no point rendering any higher because the only thing that will look smoother is the camera as you pan left/right - all the animations will look just as choppy, if not more so
    That's a really good point. I've already separated the game and rendering logic and split them up into 2 threads. The game logic 'ticks' on 50fps to manage projectiles, animations, etc. You're completely right, that the fps rate is capped by your monitor's refresh rate. The point of measuring the maximum fps rate is, that it shows me how fast the rendering engine is. I never have problems playing the game on my desktop computer. I want to offer smooth gameplay for laptops too and smooth gameplay is not 10-20 fps, smooth gameplay is at least 30fps in every area. The in-game mode will cap the fps rate at 60, because there's no point in rendering more, it's for testing purposes. I also want to offer much larger rendering distances, so I need a faster rendering procedure. And yes, animation tweening is implemented on everything, that's something really special nowadays...


    Anyway, here's a screenshot of rendering Edgeville on my Laptop:
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  6. #14  
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    Quote Originally Posted by emps View Post
    Why should I prove something when there's a live version that you can try out yourself? Hop onto Emps-World and type ::vbomode to enable it. The client already streams vertices to the GPU on the current implementation. The real speedup is going to come from usage of VBOs though.




    That's a really good point. I've already separated the game and rendering logic and split them up into 2 threads. The game logic 'ticks' on 50fps to manage projectiles, animations, etc. You're completely right, that the fps rate is capped by your monitor's refresh rate. The point of measuring the maximum fps rate is, that it shows me how fast the rendering engine is. I never have problems playing the game on my desktop computer. I want to offer smooth gameplay for laptops too and smooth gameplay is not 10-20 fps, smooth gameplay is at least 30fps in every area. The in-game mode will cap the fps rate at 60, because there's no point in rendering more, it's for testing purposes. I also want to offer much larger rendering distances, so I need a faster rendering procedure. And yes, animation tweening is implemented on everything, that's something really special nowadays...


    Anyway, here's a screenshot of rendering Edgeville on my Laptop:
    So why can't you do more opengl 'effects'? I guess you never said you couldn't but it just looks like everyone else's attempts at 'hd' on a 317. I'm sure performance wise it's better but visually it's the same, would like to see improvement to do with that, good job on performance though.
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  7. #15  
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    Dam this is great man, keep it up!
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  8. #16  


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    Should fix that bank rooftop, any general missmatched ids to other places as well so it looks proper. Also please add the 718 tzhaar maps, etc.. Would be nice to see the newer map regions in a 317
    All the best,
    Wiki




    coming soon
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  9. #17  
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    At least it's not going to drop below 50, I haven't reached maximum FPS on a software rendered version of RS since 2010.
    ~ Harry
    Please bear this in mind when hearing the word 'soon' from a software programmer.

    As coding software generally takes thousands of years, software programmers have developed a natural adaptation to this in the form of an altered perception of the flow of time.

    Due to this, the word 'soon' when uttered by a programmer should be taken to mean 'a very, very long time from now' in the terminology used by common human specimens who have not developed such an adaptation.
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  11. #18  
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    If you're capping logic to 50fps then I would suggest also capping framerate to 50fps. Reason being that rendering anything over 50fps you're just going to be drawing the same frames many times (the scenegraph won't have changed at all and neither will animation timers), which is a waste of computing power. Also, you'd potentially have tearing at such a framerate. Capping it to 50 when it's capable of 300+ means you can comfortably enable VSync.

    Are you finally using GL buffer objects?
    Edit: Glad to see you are. Fixed function pipeline is shit.
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    Quote Originally Posted by donar fabian View Post
    If you're capping logic to 50fps then I would suggest also capping framerate to 50fps. Reason being that rendering anything over 50fps you're just going to be drawing the same frames many times (the scenegraph won't have changed at all and neither will animation timers), which is a waste of computing power. Also, you'd potentially have tearing at such a framerate. Capping it to 50 when it's capable of 300+ means you can comfortably enable VSync.

    Are you finally using GL buffer objects?
    Edit: Glad to see you are. Fixed function pipeline is shit.
    Projectiles and animations are synchronized to the fps rate, there's a difference in smoothness between 30 and 60fps. Though, more than 60 won't have any visual change for the user. It's merely showing the engine's potential. If I can always get 100+ fps without troubles, then it will definitely also run smooth on 60fps on weaker computers.
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    I wouldn't even know where to start. Good Job
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