• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
wildboar

iPad3 static shadow maps

4 posts in this topic

Hmm so I implemented a small test for my mobile game engine. I knew that it ipad could not handle dynamic shadowmapping of the entire scene so I generate a 768x768 shadowmap at the start of the frame and leave it there, this is just done on the first frame and repeated on scene changes. It works pretty well producing very nice shadows which have nice quality with retina resolution and MSAA. But doing so my game performance drops from 60fps to 30-40fps depending how many mesh instances I have in the scene (I use frustum culling). I just cant understand why when having 5 extra meshes in the scene the frame rate drops so drasticly, I mean I am just sampling a static shadowmap once for each pixel.

How does infinity blade dungeons manage to have all these nice screen space effects combined with dynamic shadow mapping for characters. Is there some trick to this?
1

Share this post


Link to post
Share on other sites
For stuff like this, I think it's always best to analyze it in the GPU profiling tools. That will at least help to understand whether or not it should be taking this time and maybe point out a specific problem. What do those tools say?

It's a long shot, but given I once had a very similar frame rate drop I would also quickly check that something you have done has not kicked in the 'slow gl' path. There's a tool in the core animation profiler that can help determine this. If you support both landscape and portrait modes...do all profiling in both because some things only occur in landscape due to rotation processing and you need to understand the differences. Edited by freakchild
0

Share this post


Link to post
Share on other sites
I dont actually use apple tools at all. I am using a crossplatform API called marmalade which lets me code in C++
I am not sure what kind of profiling tools I can use with it as I cant even use gdebugger with it.
1

Share this post


Link to post
Share on other sites
[quote name='wildboar' timestamp='1341940853' post='4957668']
I dont actually use apple tools at all. I am using a crossplatform API called marmalade which lets me code in C++
I am not sure what kind of profiling tools I can use with it as I cant even use gdebugger with it.
[/quote]
Xcode includes a handy tool called Instruments that can be used to find bottlenecks.
0

Share this post


Link to post
Share on other sites
I know I am late to the party but what you are trying to do is a complete match for the results you are getting. You can’t really do much in retina display—only the most basic of basic graphics.


Shadow mapping causes dependent texture reads which are terribly slow on iOS devices in the first place.
This is done for every pixel of the scene, and the device is fill-rate limited, which is a bad mix.

In fact you optimized away exactly the opposite of what you should have. Generating mipmaps is virtually free if done properly. [i]Using[/i] them is the problem.

Unreal Engine 3 generates shadow maps only for characters, and then all objects besides characters actually receive those shadows. Characters do not cast shadows on themselves nor on other characters. Characters often occupy a lot of the screen, so having them not receive shadows reduces fill-rate costs.


L. Spiro
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0