Tomcatz ShipYard
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50k of his carrier model only is not the question nor the real “problem”…. I’m quite sure that if Tom would create different LODs for the same carrier, we could certainly include it.
But not 50k for carrier + 50k * 2 for escorting cruiser, + 50k * 2 for following tankers + 50k * 4 for aircraft on carrier’s deck … etc… whatever the distance is…
Still Kimpo (with 5 flights on the ground and others around) which is near the FLOT is heavier… and I’m sure except the Carrier the others all together are just another 50k
Also what has heavier impact? polys or bubble deaggregate values and hit boxes? (all together yes I know… but which is causing the peak???)
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Kimpo = MANY objects (Kunsan is 1200 objects) … The terminal is 30k poly in LOD 0, … BUT … Kimpo (and Kunsan) does include 4 distance LODs for EACH objects. Furthermore … most of objects has its own damaged model and each damaged model has 4 distance LODs.
So … please, do not compare Tom’s Carrier (on it current status) and Kimpo.
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Also what has heavier impact? polys or bubble deaggregate values and hit boxes? (all together yes I know… but which is causing the peak???)
Sure deaggregation values decide if an object become alive so of course its related to poly count and LOD levels, think this carrier deaggregation distance is say 70NM (I don’t know real value but I bet its at least that), then this 50K model is kicking when you are 70NM from the carrier! now I ask what is the problem to make say 4 lower LODs with say 8/4/2K polys with last one as just a square? so this way you have 8K poly model for while in the distance and full nice carrier when close enough to it… is it so hard to invest that little time to create lower LODs?? I mean compared to the time it takes to make the high LOD model itself?
From my experience, many objects in bubble, especially living objects like ACs (most demanding, well makes sense) and GUs cause the most serious FPS drop in the sim, and that’s because the code is loading much more than just a simple 2D object… for example at deagg moment every 4-ship become from single 2D brain to 4 3D sim aware brains with all processing done in RT, many of those every frame (think FMs, avionics modes - even for AI, SMS code, FCC code, weapons, trails and heat effects, GFX model + textures etc etc…)
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Just few poly values about Kimpo building…
For the Principal Domestic Terminal. (Normal model)
LOD0 = 4400
LOD1 = 3900
LOD2 = 2100
LOD3 = 1300For the Secondary Domestic Terminal. (Normal model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Damaged model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Destroyed model)
LOD0 = 1800
LOD1 = 1200
LOD2 = 560
LOD3 = no LOD3…
Tis is the right way top work … This is of course much more difficult and demanding than doing a single high ploy model.
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Hi Tom,
@Tom:
Yes- That should be all the truth but I`m on the point that BMS should go into the future.
first point, don’t take all the posts as criticisms only!
Why so many BMS guys writing here is because (at least for me) you have some beautiful models which could fit in BMS nicely if they just can come close to the specs given.ATM we’re not at a state where we can include 50k poly models for every vehicle, ship, AC, etc.
Maybe in future this will be different, just ATM if you want to have your stuff included in BMS you have to go lower poly models.Again, so many posts here because we’re concerned and want to help you build models for the given specs!!!
Cheers
Biker -
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I still say :
Take Tom high poly model for lod0 and lod1=lod0 current , lod2=lod1 current etc… How hard is that guys ?
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I still say :
Take Tom high poly model for lod0 and lod1=lod0 current , lod2=lod1 current etc… How hard is that guys ?
Bad loading/swapping of textures at LOD transitions… loading diff textures everytime might be worse than loading a high poly model.
Besides, that would look very odd, LOD0 is amazing 50K poly ship and LOD1 (what distance you can stretch LOD0 to?) is some shitty 2K poly… OTOH carrier is a large object but still a LOD1 can be MUCH lower poly without showing much difference from say 3-4K feet. In many new models development (look Hayeb and others) the LOD1 have much lower polys but it looks similar enough to LOD0.
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Bad loading/swapping of textures at LOD transitions… loading diff textures everytime might be worse than loading a high poly model.
Besides, that would look very odd, LOD0 is amazing 50K poly ship and LOD1 (what distance you can stretch LOD0 to?) is some shitty 2K poly… OTOH carrier is a large object but still a LOD1 can be MUCH lower poly without showing much difference from say 3-4K feet. In many new models development (look Hayeb and others) the LOD1 have much lower polys but it looks similar enough to LOD0.
+1000
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I tried LOL
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Great! that’s the way to go
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Perfect Tom, with distance lod like that, your are right on track.
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Excellent !
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This is Cool, I think Yoni should buy us all a round or 5 of beers, LOL
RAM22
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Sure deaggregation values decide if an object become alive so of course its related to poly count and LOD levels, think this carrier deaggregation distance is say 70NM (I don’t know real value but I bet its at least that), then this 50K model is kicking when you are 70NM from the carrier! now I ask what is the problem to make say 4 lower LODs with say 8/4/2K polys with last one as just a square? so this way you have 8K poly model for while in the distance and full nice carrier when close enough to it… is it so hard to invest that little time to create lower LODs?? I mean compared to the time it takes to make the high LOD model itself?
From my experience, many objects in bubble, especially living objects like ACs (most demanding, well makes sense) and GUs cause the most serious FPS drop in the sim, and that’s because the code is loading much more than just a simple 2D object… for example at deagg moment every 4-ship become from single 2D brain to 4 3D sim aware brains with all processing done in RT, many of those every frame (think FMs, avionics modes - even for AI, SMS code, FCC code, weapons, trails and heat effects, GFX model + textures etc etc…)
So u say that a vga draws a 50 k poly model from 70NM in which is like a dot? and this has an impact?
Well yes and maybe not…???
What I mean:
I just did a test with trees… 90k polys every little forest… Hundreds of leaves (shadows etc… u know how heavy they are) and I was getting 25 to 5 FPS on instant action… when I had them in view I had the low when not in view 25fps… without them at all >30… mostly near 40 lets say average 35…
So u see even if they are not visible goes down the FPS which is pure CPU I would say…When I had 5FPS there where 3 to 5 times those trees (populated)… thus about 300k polys… I had tested 500k polys on the same scene and the FPS where great… why??? the models where buildings… not complex models… No much shadows no leaves… lol
Where does that leads us?It’s not just poly count… depends and how complex the model is?
Just few poly values about Kimpo building…
For the Principal Domestic Terminal. (Normal model)
LOD0 = 4400
LOD1 = 3900
LOD2 = 2100
LOD3 = 1300For the Secondary Domestic Terminal. (Normal model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Damaged model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Destroyed model)
LOD0 = 1800
LOD1 = 1200
LOD2 = 560
LOD3 = no LOD3…
Tis is the right way top work … This is of course much more difficult and demanding than doing a single high ploy model.
Yes and u end up with 18 fps on the taxiway… r u 100% sure this is the way?
BMartins build 5 times more buildings there with no LODS and the FPS hit was a joke… -
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imho 4k and 1k lods are enough… acutally one single 1k lod is enough for lower visible lod.
keep them coming~ expect next update in 3-4 weeks!