• 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
Migi0027

DX11
DX11 - Sponza Scene - Comparison of loading times

13 posts in this topic

Hi guys! wink.png

 

Well I decided to look into the topic of global illumination, and as seen, many of those demos use the Sponza Scene (From Crytek), because of its complexity. And, well, I tried it as well, but my loading time seems quite high just for the Sponza Scene. (Loading the file, creating buffers, and creating a simple texture material).

 

Loading time for my project: 21.9 Seconds (21 for Loading the actual file, ~1 for Creating the buffers) wacko.png

 

For those people who have tried loading this scene before, what are your loading times, are mine terrible?

 

Thanks, as usual.

-MIGI0027

0

Share this post


Link to post
Share on other sites

What format are you trying to load it in?  Sounds like you might be parsing text, which is never going to be fast; instead you should preprocess the model into a binary format that can be just loaded directly into buffers with a single fread.

0

Share this post


Link to post
Share on other sites
My framework loads the crytek sponza in about 2-3 seconds, though preprocessing ( geometry to binary data, textures to dds, compiling hlsl... ) takes about 15-20 seconds.
0

Share this post


Link to post
Share on other sites

Wow, too much. Give me link to the sponza scene and I'll test it. I can load now a few MiB of meshes and about 300 MiB of textures in DDS format in 3-4 seconds.

0

Share this post


Link to post
Share on other sites

PS. When I mean the load time, I mean:

  • Loading the file (Assimp)
  • Parsing it (Assimp)
  • Triangulating (Assimp)
  • Copying Vertices / Normals / Tangent...
  • Calculating bounding box
  • Create shader/material
  • Create ALL textures.
  • Create buffers (v/i)
0

Share this post


Link to post
Share on other sites

Are you testing this in a debug or a release build?  File operations can be significantly slower in debug builds than release builds, so that might account for some of the time.  If that isn't the issue, you might want to profile each of the operations you listed above to see which one is taking the most time.  It doesn't need to be anything fancy, just dump the system time in milliseconds to the output debug area when each process finishes.  That should help you figure out what is going on.

0

Share this post


Link to post
Share on other sites

What format are you trying to load it in?  Sounds like you might be parsing text, which is never going to be fast; instead you should preprocess the model into a binary format that can be just loaded directly into buffers with a single fread.

Well, the thing is that I use Assimp. dry.png

You can still take your code that uses Assimp and move it into an external tool that you run ahead of time, which you can then use generate a simpler binary file that can be loaded quickly.
1

Share this post


Link to post
Share on other sites

 

 

What format are you trying to load it in?  Sounds like you might be parsing text, which is never going to be fast; instead you should preprocess the model into a binary format that can be just loaded directly into buffers with a single fread.

Well, the thing is that I use Assimp. dry.png

 

You can still take your code that uses Assimp and move it into an external tool that you run ahead of time, which you can then use generate a simpler binary file that can be loaded quickly.

 

 

Huh.. Don't know why I didn't think of that, but thanks, I'll give it a try.

0

Share this post


Link to post
Share on other sites

Sorry, I've been implementing terrain LOD and did not have time to profile my loading of the mesh. But when I do have time, this 22 MiB mesh will surely be interesting to load and render. I saw the sponza mesh everywhere. Pretty much anybody writing an engine has screenshots with it, but I never used it before. It will be a good stress test for my forward rendering of multiple point lights.

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

  • Similar Content

    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
    • By MarcusAseth
      bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; }  
      As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...
      I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.
      How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?
      Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) 
    • By ProfL
      Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
    • By lucky6969b
      Q1:
      Since there is no more fixed pipeline rendering in DX11, for every part of rendering in DX11, do I need to create a brand-new vertex shader and pixel shader... or at least I have to find one relevant online. If you work on skinned meshes and other effects originally worked in DX9 fixed pipeline, do I have to rework everything by now?
       
      Q2:
      For assimp, if it originally was designed for DX9, like it is coupled to a DX9 device for creating meshes and materials etc. Do I have to add in the DX11 device in the assimp, or can I just leave the assimp to remain in DX9 and after the meshes are loaded, I just convert the vertex buffers and index buffers into DX11 buffers?
      Thanks
      Jack
    • By MarcusAseth
      This header is mentioned in the book I'm reading but there is no documentation on msdn... Is it like an... outdated and abandoned header?
      If so, what's the current default/recomended library for handling errors with directX?
  • Popular Now