Ok maybe a bit OT, but what about animation costs (e.g. transformation costs). More vertixes would certainly mean higher transformation costs or is that mostly limited by the number of bones (and level of weights) anyways? And what about vertex animations (.md3) and those new Dx10 geometry shaders? Of course given the fact…
I think you're right, this is the method 3ds uses to create cylinder caps, nice to know there's some logic behind what looked like chaos. Modelers need to be aware of what their hidden edges are doing, and not think that engines work in quads but know that everything will be interpreted into triangles. In Max its pretty…
Before you go optimizing smoothing groups, consult your friendly neighborhood engine programmer, shared vertices may or may not be used at all by the engine and your model exporter may ignore your hard work. The engineering term is Vertex Indexing and there are some reasons not to always use it. ALL vertex data has to be…
JKM: since the first shadermodel 1 cards (geforce3...) it was possible to do skinning on the GPU. Basically with higher shader models, it became more efficient to do (can do more bones and more weights). This in fact is done, so what you heard is wrong geometry shaders are mostly good for "generating vertices", which was…
Hey, that's the crazy guy that documented the interior mapping pixel shader isn't it? Interesting read, thanks for posting, but like you said I don't think I'll be redoing any cylinders anytime soon...
In his article, Guillaume Provost suggested that before optimizing, first it should be determined whether the mesh is transform or fill bound. Question: How does one estimate the transform and fill cost of a mesh? Are there any tools, scripts or plugins for this purpose?
No, this was simply pointing out that technology is to a point where counting every last triangle isn't really a big deal any more. This is not an excuse to do sloppy work, or to not take appropriate optimization steps, but rather to say that it's better to leave in a few bevels to make the model look better.
amzing info here guys, keep them coming i have a question : since smoothing groups are basically a detaching of faces ( hence the increase of vert count since the verts were duplicated ) if you have one continuous mesh and one with smoothing groups wich one would be faster to render ? my assumption is the continuos since…
Ged I think its a mix of everything that results in low-end graphics. The last time I looked at Director3D, it was like Directx7 or 8 renderer below, and it didnt use any "modern" features, read "modern" being 4 year old already... Those bigger content apps normally dont go with the modern hardware, and do a lot more cpu…
I've had long long discussions with my lead engine coder about this, and he has raised something which I don't think has been mentioned here yet: Having bevels along edges that could otherwise be hard (as in the first toolbox example on this thread), whilst not increasing the vertex count, does lead to quite a lot more…