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Terrainperformance - round 2

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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

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I'm going to remove this post because I don't think it adds any value. Edited by Hornsj3

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