Tremulous Forum

General => General Discussion => Topic started by: baybal on March 28, 2009, 01:54:24 pm

Title: Would the hardware VBO be included in 1.2?
Post by: baybal on March 28, 2009, 01:54:24 pm
Would the hardware VBO be included in 1.2?

I have very well video card, but the most irritating thing of games on quake<=3 engines that they have bottlepipe of software geometry calculation. No wonder why any attempts to build quake engines based games results in games with tinny, non open air game locations.

Open air locations in tremulous would be AWESOME.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: CATAHA on March 28, 2009, 03:08:21 pm
Wide open-air its human advantage =]
Title: Re: Would the hardware VBO be included in 1.2?
Post by: kevlarman on March 28, 2009, 05:31:56 pm
vbo's won't help with wide open maps (they also don't fit trem's gameplay).
Title: Re: Would the hardware VBO be included in 1.2?
Post by: baybal on March 28, 2009, 05:39:05 pm
No typical open air, but something like canyouns, valleys with lots of alien filled caves.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: kevlarman on March 28, 2009, 05:53:14 pm
No typical open air, but something like canyouns, valleys with lots of alien filled caves.
that has nothing to do with vbo's, if you want it, go make it (ancient remains proves it's quite possible on the current engine)
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Amanieu on March 28, 2009, 05:54:44 pm
The next version of Tremfusion will have VBO support and will be released later today.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: gimhael on March 28, 2009, 10:07:06 pm
VBOs can speed up the data transfer, but they help only to a certain degree. If you want fast graphics you have to keep the number of triangles rendered low. Q3 uses a precalculated visibility matrix to cull most surfaces that are occluded by walls, but this works only for indoor levels where visibility is limited. For an outdoor level you'll need other tricks to reduce the triangle count, like LOD reduction.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: baybal on March 29, 2009, 05:18:08 pm
Yeah, on old slow agp card it killed fps a quite. But now it's still present even on pcix card in almost the same scale as now it is not the work of throughput, but of overhead.

Technicaly it isn't too difficult to make it openair friendly in code, but actualy it would stuck at size overhead between cpu and graphical hw. Too much to redone in design, conception...

But basicaly the conception is to learn how to make lots of polygons in extreme cheap way and to lower the throughput problems. Torque engine is one of good examples.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Amanieu on March 30, 2009, 01:41:11 pm
Xreal can render 500 000 polys at 60fps. Trem goes down to only a few fps when the poly count reaches 50 000.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Hendrich on March 31, 2009, 01:04:41 am
Xreal can render 500 000 polys at 60fps. Trem goes down to only a few fps when the poly count reaches 50 000.

Might I ask where did you obtain that information and on what kind of PC?
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Odin on March 31, 2009, 01:49:10 am
Xreal can render 500 000 polys at 60fps. Trem goes down to only a few fps when the poly count reaches 50 000.

Might I ask where did you obtain that information and on what kind of PC?
Question 1: My computer running XreaL.
Question 2: My computer.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Bissig on March 31, 2009, 04:24:29 am
Xreal can render 500 000 polys at 60fps. Trem goes down to only a few fps when the poly count reaches 50 000.

Might I ask where did you obtain that information and on what kind of PC?
Question 1: My computer running XreaL.
Question 2: My computer.

"kind of PC" not "whos PC"...
Title: Re: Would the hardware VBO be included in 1.2?
Post by: jal on March 31, 2009, 11:09:07 pm
What map is that one with 500.000 polys? I wanna try myself.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Odin on April 01, 2009, 12:10:31 am
What map is that one with 500.000 polys? I wanna try myself.
The map in addition to rendering 20 bots.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: your face on April 01, 2009, 09:18:28 pm
Xreal can render 500 000 polys at 60fps. Trem goes down to only a few fps when the poly count reaches 50 000.

Might I ask where did you obtain that information and on what kind of PC?
Question 1: My computer running XreaL.
Question 2: My computer.

"kind of PC" not "whos PC"...
lol
Title: Re: Would the hardware VBO be included in 1.2?
Post by: -[abaddon]- on April 26, 2009, 04:40:34 pm
have u tried a software called gameboost?
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Hendrich on April 26, 2009, 08:14:22 pm
have u tried a software called gameboost?

Quote
GameBoost works by making permanent modifications to the Windows system registry and system files, these changes affect how your internet connection and gaming hardware interacts with all the games you have installed on your computer. No patches or modifications are made to the games and no anti-cheat detection software can detect that GameBoost has increased the performance of your computer to give you an edge over your online competitors.
-official site

What exactly does Gameboost change in the registry/system files to make my PC run faster? This sounds fishy, so I don't think you should be recommending software programs that declares that your PC will run faster.
Title: Re: Would the hardware VBO be included in 1.2?
Post by: Bissig on April 26, 2009, 11:09:10 pm
I declare Snake Oil! RAM Doubler ftw.