Oh yeah and poly how is your game running on xbox,
I remember you saying your personalized physics made a difference but how is your rendering
With 1 directional light with shadow my comp was doing 17 fps
but deployed to xbox it was a constant 60 fps with 20 point lights, 1 point light shadowed, and 1 directional light shadowed
I can’t figure out how to profile the gpu (doubt theres a way) to find the gunk in the pc version. What have you found lags your game on the gpu?
@Tim
Last time I tested it was running around 40fps…
My CPU bottleneck at the moment is probably collision detection since it’s per-poly, but I have plans to improve that by bucketing my Kd-Trees, etc…
My GPU bottleneck is the GetData() required to read back hand/head animation results, as well as SSAO/postprocessing… I haven’t done extensive profiling or anything, so I don’t have specifics.
If you want to profile the GPU on Windows, get the DirectX SDK and run PIX.
@pignaccia
I’m not sure I understand your question, do you mean character animations? If so, I’ve recently replaced my crappy BVH motion capture support (seen in the video) for the Animeeple XML format. It supports multiple takes but it has a small formatting bug, so I just stick with a single take per XML…
So far it’s working out great, the next video I post will probably show off a lot of new animation.
Yes, I was asking about characters!
I used to cut and paste different FBX(ASCII) into a single one, but there were some annoing bugs,too.
BVH are crappy, it’s true, but they return a nice smooth animation!
Blending character animations is THE big problem for the entire pipeline!
Can’t wait to see your improvements!
Can I ask how many tris has a zombiee of yours?
Regards!
@pgnaccia
The new zombies average a little over 4,000 tris each. Their skeletons are HORRIBLY rigged though, not even lined up with their arms… I have some work ahead of me on them, but they’re in (binary) .X format and it’s very hard to find a clean conversion process for such an unused format…
BVH’s are fine, but each one can require special calibration, so they aren’t well suited for importing directly into a game the way I was using them! The Animeeple XML format is so simple/clean, and uses Quaternions instead of obnoxious XYZ rotations.
Maybe I’ll write a post about the huge animation rewrite I’m doing.
No it makes my computer shit my pants, and its actually really simple
It was fucking terrible for me to get into my deferred renderer but its actually simple, and doing it in forward rendering is even easier
Look at this power point http://www.google.com/url?sa=t&source=web&cd=6&ved=0CDQQFjAF&url=http%3A%2F%2Fstackoverflow.files.wordpress.com%2F2007%2F10%2Fshadowing-in-xna-final.ppt&rct=j&q=shadow+mapping+xna&ei=mlgHTP_YOoH6lwf21OSJDw&usg=AFQjCNHIPz7kU9OZaNT9p9I81ap6RV7cVg
Seriously there are like 3 lines of code to the hlsl file
One files renders the depth to the rendertarget
and the other file is used when you draw a model to shadow it
seriously if your doing forward rendering with a directional light this will plop in their all easy like
Oh yeah and poly how is your game running on xbox,
I remember you saying your personalized physics made a difference but how is your rendering
With 1 directional light with shadow my comp was doing 17 fps
but deployed to xbox it was a constant 60 fps with 20 point lights, 1 point light shadowed, and 1 directional light shadowed
I can’t figure out how to profile the gpu (doubt theres a way) to find the gunk in the pc version. What have you found lags your game on the gpu?
@Tim
Last time I tested it was running around 40fps…
My CPU bottleneck at the moment is probably collision detection since it’s per-poly, but I have plans to improve that by bucketing my Kd-Trees, etc…
My GPU bottleneck is the GetData() required to read back hand/head animation results, as well as SSAO/postprocessing… I haven’t done extensive profiling or anything, so I don’t have specifics.
If you want to profile the GPU on Windows, get the DirectX SDK and run PIX.
hey,are you able to handle different takes in an unique file?
@pignaccia
I’m not sure I understand your question, do you mean character animations? If so, I’ve recently replaced my crappy BVH motion capture support (seen in the video) for the Animeeple XML format. It supports multiple takes but it has a small formatting bug, so I just stick with a single take per XML…
So far it’s working out great, the next video I post will probably show off a lot of new animation.
Yes, I was asking about characters!
I used to cut and paste different FBX(ASCII) into a single one, but there were some annoing bugs,too.
BVH are crappy, it’s true, but they return a nice smooth animation!
Blending character animations is THE big problem for the entire pipeline!
Can’t wait to see your improvements!
Can I ask how many tris has a zombiee of yours?
Regards!
@pgnaccia
The new zombies average a little over 4,000 tris each. Their skeletons are HORRIBLY rigged though, not even lined up with their arms… I have some work ahead of me on them, but they’re in (binary) .X format and it’s very hard to find a clean conversion process for such an unused format…
BVH’s are fine, but each one can require special calibration, so they aren’t well suited for importing directly into a game the way I was using them! The Animeeple XML format is so simple/clean, and uses Quaternions instead of obnoxious XYZ rotations.
Maybe I’ll write a post about the huge animation rewrite I’m doing.
Thanks, I will consider the Animeeple XML.
Good Luck!