• Advertisement
Sign in to follow this  

[XNA] Low FPS in massive model rendering

This topic is 2328 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi to all I'm new in this forum! :D

I have a problem with XNA, I am developing a game with XNA Framework 4.0. This game is like Minecraft, but when I start the game, if there is a massive amount of blocks (like 32^3 blocks) the framerate results very low. I am looking for a solution, and I have read something about Hardware Instancing. Can anyone help me? Thanks a lot!

Sorry for my incorrect english :D

Share this post


Link to post
Share on other sites
Advertisement
Are you doing any spatial partitioning to cull non-visible blocks?

Share this post


Link to post
Share on other sites
Yes, I have written a temporary method for render only the visible blocks, and the blocks now are about 36*6. FPS is increased[font="arial, sans-serif"][color="#333333"][size=2] [/font]significanty but those are a small part of the world! Are there other solutions?

Share this post


Link to post
Share on other sites
Yes, you need culling + instancing (http://create.msdn.com/en-US/education/catalog/sample/mesh_instancing)

Good luck.

Share this post


Link to post
Share on other sites
Partially solved!

I use the class BoundingFrustum to check if a block is inside the field of view. If it is into the FoV, I render it. I have already seen that article, but I have some problems to implement it in my solution.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement