- Avoid locking/reading from a surface you were previously
rendering to.
- Avoid writing to a surface that the GPU is reading from, like a
texture or a vertex buffer.
• Minimize Number of Draw Calls
- Use degenerate triangles to stitch together disjoint triangle strips.
- Use texture pages.
- Use the vertex shader constant memory as a lookup table of
matrices. - Use geometry instancing if you have multiple copies of the same
mesh in your scene.• Reduce Cost of Vertex Transfers
- Use the smallest possible vertex format.
- Generate potentially derivable vertex attributes inside the vertex
program instead of storing them inside of the input vertex format.
- Use 16-bit indices instead of 32-bit indices.
- Access vertex data in a relatively sequential manner.
• Allocate Resources Efficiently
- Create all vertex buffers, index buffers, and textures ahead of
time, and reuse them with DISCARD.
Thats what suggested NVIDIA .
As I said I would really like to see where is this huge performance drop as I described and showed above coming from...
You have to admit that what I have described above shouldnt be really like that.
Well with S3 they will have to re-make the engine because the other titles will have already running possible DX10 and DEVs will have to compete somehow to attract more people buying S3.
I know that more important will be always the physic part but thats how is it going on the market.Eye candy brings money too
I meant thats its not too far away from the technical point of view.Well most of companies running a lot of their internal networks on our networks so they getting huge discounts for many things.
I cant tell really how much as this could be considered to breaking the company rules and I have signed papers for this but its way too much more they you pay for your home connection and with even slower speed then average ADSL speed avaible on the UK market.
Question:
Does this tool make the Hotlap replay getting OOS error or not?
I mean you use this tool.Make hotlap which is faster or closer to WR and you save the replay and when you lanch LFS U19 without this tool and play the replay does it give you OOS error?
If not then this tool should be banned and you should got warning.
Edited:the quote wasnt necessary so I have just a bit cleaned my post.
Scawen,
I think this is more question for you as you are probably the only one who can answer from where come this unefective drawing of models and huge drop of FPS on hardware which is capable to draw(with a good performance)beyond what LFS offer currently.
The help of graphic cards doing vertex shading is not fully implemented?Any bug in 3D engine or something else?Lack of optimisation?I really dont know.
I am not moaning about my FPS drop from 250 to 150FPS because I still have FPS which is beyond my eyes to notice.
This is really not the problem I would be thinking about however such a drop might be similar for less powerfull graphic hardware and for example when it drop for someone same way like 40 percent from 60FPS to 24FPS then it is a problem.Its just I cant explain my self these huge drops in any reasonable way :-(
Maybe the FPS drop at start everyone have is not really related to heavy physic calcuation with all the cars around but the the 3D engine which might have some issues.
This is really my pure specualation so I am not blaming LFS.Maybe just something to think about.
Whats the PIN order has to upgradfe with PSU unless they use special motherboards for that as well.He could just simply replace the PSU.
Running GF6800 or the other cards on 250W is real suice if you want to burn your PSU not even talking about the other componnets.That was not really wise recomendation.
Didnt notice your post earlier but its not really far as you can think.I work for one the company which have most of the worldwide fibre network and "we" are able to quarantee quite a low ping to the customer connect like from Australia to Europe.Sure they pay quite a lot of money for that but its possible.Around 90ms its quite easy.
The people with home connection are not able to get it because they have just regular connection from local ISP and that si something else.
I just want to clear the technical point here a bit.
Sorry but you are wrong.The developers stated that the current work in progress work on DX9engine with Shader model 3.0 and was schowcased on DX9 hardware which support this shader model.
The point is the LFS 3D engine is only DX8.DX8 support just pixel shaders 1.1-1.3 (but LFS doesnt using any of these futures currently)I think. DX8.1 support pixels shaders 1.1-1.4.Side note GF3 doesnt support pixel shaders 1.4 while ATI 8500 does.
The point is that the effectivity of Pixels shaders 1.1-1.3 in hardware is really slow and some effect are hard to achive due to limited lenght of the code whith DX8-DX8.1 hardware.This was approved a lot with Pixel shaders 2.0 and the complexity and lenght of the pixels shaders code in Shader model 3.0 was moved towards really high complexity.
There is no doubt that LFS 3D engine will have to be re-written probably by high ammount to achive really high effectivity as just adding DX9 stuff to the exisit would be probably possible but with lack of good framerates.I bet Scawen is not really happy about that and when S2 will be finished then we can see later in early alpha stage of S3 some DX9 stuff from Scawen.At later time he will be also at the point if DX10 will be really required or not.I wouldnt like to be in his skin.
Sorry thats my fault as we have been working on these textures Elektric Kar.
I will try to updated the missing texture till Thursday but no promisses as I am going on Friday on holidays so there is a lot of stuff to do before I can go.
I really didnt undeestand what is your problem.
Please could you describe in more details what is it really your problem?
Do you use wheel(why you have then mapped a key to accelaration ) or do you keyboard to drive?