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Terrainperformance - round 2


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#1 gnomgrol   Members   -  Reputation: 624

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Posted 02 August 2012 - 10:27 AM

Hello fellows,
Sorry to bother you with this again, but I would really like to have a fine terrainengine.
This is the second round for tips on my terrainperformance, since I implemented everything from the first thread and I'm still not satisfied.
What I have already implemented is:
  • Only allocate memory at the start of the programm
  • Only create buffers at the start
  • Send a stream for y-values and shadows, so I need to have only one vertex+indexbuffer per LOD-level, and a one updated per chunk for y and shadows
  • Update buffers per chunk, only when needed (wrappers)
  • Frustumculling
  • LOD
  • Compressed textures (BC3)
  • 16-bit values for X and Z
  • Reduced buffersize
  • Buffers 32-bit aligned
Here some things you are might interested in:
  • chunksize: 257
  • terrainsize: 4096*4096, but I want to go much larger
  • Hardware: My gaming notebook which can run about everything
  • Visionrange: 1000
  • Updateing Buffer with d3d11DevCon->Map() for each chunk (y and shadows)
  • FPS: 25 when in the middle of the terrain
  • No multithreading
  • No water or other objects drawn
  • 3 textures, 1024*1024 each, compressed
  • Space between two points at LOD0 is 1
I would appreciate everything that can help, thanks for having so much patience with me.

Edited by gnomgrol, 02 August 2012 - 10:33 AM.


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#2 Hornsj3   Members   -  Reputation: 191

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Posted 02 August 2012 - 10:47 AM

I'm going to remove this post because I don't think it adds any value.

Edited by Hornsj3, 02 August 2012 - 10:48 AM.





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