True There is basically no speed differences. When talking about modular pieces such as a building, you will not have 1,000 of the same piece. So drawing 10 separate modular pieces, vs grouping them together will not really change anything. The reason to make modular stuff is 80% dev time / ease for designers and maybe in…
This might have been mentioned already but using modular chunks can also help with object culling. If you have a hallway built in segments, those pieces can be culled from the scene in stages instead of waiting until the whole hallway is out of view. Of course tracking a lot of objects can be a big drain too but its…
Im wondering how big of an increase there is from modular environments and where it actually increases performance. In my mind, logically, I feel it would only really help load times since the computer will load less unique geometry. But does it help framerates as well? To me it seems once its loaded it wouldnt really…
I think it probably increases performance, because like other people have said; when your using modular enviroments and other objects, it only has to load a handful of unique objects, which the level designer then places millions of carbon copies of, all over the map. All resulting in a pretty damn boring enviromnent,…
thats what I was thinking. if its not really that big of a performance increase, then why do it as much as some people do. I understand that it can be quicker to build and what not, but like you said, I notice some people do it too much and it makes their environment look very redundant. It's definitely great for things…
Rendering speed is sort of a side issue ... modularity improves memory usage, texture usage, level designer work flow, iteration times, etc. It has TONS of benefits.
As already mentioned, even if performance gains were minimal, modular approach is the only way to get large environments done quickly and keep it manageable, so that you can actually iterate and make changes without too much pain.
I agree with warren. It's kinda too broad of a question. Even if you made it more specific and we could give you an answer, performance is not the biggest/only benefit. If you are getting a job, just learn to use modularity. Don't avoid it, embrace it. It is a system designed to help you save time, not just framerate and…
From what I understand: the savings and boost depends on where your engine is bound. The memory sw it's are a definite, and instances objects can and do help draw rates as they can be more easily batched. If your engine is more bound by the gpu's fill rate then it may not help as much. I do know from some demos and just…
Multi sub materials, ie multiple material ID's in UDK are all their own draw call. So if you have a static mesh with three mat ID's, it's three draw calls. Here are some pics to illustrate it: Upper one has about 2k cubes with one material with a texture that has three different colours. Lower one is the same cube except…