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Fox

Posted

I'm seeing a bit of a performance dip on the tutorial map "07-AI and Events.map" with this new build. On the last beta build I was able to get it running at a minimum of 35 FPS, averaging about 55 FPS. On this new build it's averaging closer to 35 FPS and dipping down into the low 20s in the larger rooms.

 

I also noticed that the lightbox prefabs have been modified to only cast static shadows - wondering why the change? The elevator in particular loses something without the dynamic lights.

Fox

Posted

Actually going through more of the tutorial maps it's starting to look like dynamic lighting/shadowcasting is broken entirely. Check out "04-Moving Platforms.map" too.

Josh

Posted

You're right...if you are relying on this I recommend switching to the default branch until testing is complete.

Josh

Posted

The cage light was changed because it uses a point light, and in the example map, it was extremely wasteful, since the enemies weren't even really effecting it, but were triggering 12 extra renders. It has a strongly defined shadow due to the light housing, so I think in most cases it will work better this way.

Josh

Posted

The problem was caused by some reverse logic that ensured ONLY reflection cameras would have shadows enabled. Fixed now.

Fox

Posted

Man you're fast!

 

You can ignore the question about the prefab change, it was a misunderstanding on my end.

 

I was aware that the cage was changed a while back and it makes sense. I was referring to the lights inside the elevator shaft as it descends in "07-AI and Events.map". I noticed that the barrels there weren't casting shadows and when I checked the prefab it's "Cast Shadows" field was set to static. At first I assumed that had changed, not realizing that the light inside the prefab was still static+dynamic+buffered and it was a rendering issue.

 

Thanks again for dealing with it so quickly

  • Upvote 1
Lunarovich

Posted

Actually, I've tested the terrain rendering on my both Ubuntu AMD machines - a desktop and a laptop - and it is screwed in the beta as well in the stable version.

 

What is more, there is something wrong with the terrain collision detection, since a character sinks about a meter in in the ground, so the FPS player sees often things beneath a ground level.

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