werner.poetzelberger Posted April 8, 2013 Posted April 8, 2013 Hello, i am testing with various things. I have a test scene into which I imported meshes. Each character you see in the image(s) has in total 100K polys - this is just a test ;) But no rig and no skinning, just pure meshes. The scene renders normally while not too close to a character. Until around 1m distance with the standard camera. Getting closer, the framerate drops. When I am very close to the character's surface, the framerate is 0. Very strange behavior? The mesh is just normal geometry. Nothing special and no special material applied. (mesh base) Is there something I have to be aware of when rendering meshes with many polygons? EDIT: I have now tested the behavior with a standard teapot. Export from 3dsmax 3013 via static mesh. Same perfomance behavior as with the Character meshes. Best. Werner
binstream Posted April 9, 2013 Posted April 9, 2013 Please compare performance with wireframe turned off - that might be the issue.
werner.poetzelberger Posted April 9, 2013 Author Posted April 9, 2013 Dear Binstream, it does not maky any difference compared wireframe on/off. The result is the same. I will do some more tests, maybe with some simple scene and the teapot. I have tested the teapot in an empty world on 2 different machines, same behavior. Machines: Nvidia gtx 680, Driver version 314.07, i7 960, 3.2 GHz, 20 GB Ram, Win 7 64 bit Nvidia gtx 680, Driver version 306.94, i7 960, 3.2 GHz, 20 GB Ram, Win 7 64 bit additional, the teapot as attachment. best. werner Teapot002.rar
necris Posted April 9, 2013 Posted April 9, 2013 Werner, The framerate drops because of collision detection with default camera. When we use small but high-poly objects - too many collider vertices calculates simultaneously when the camera contacts with it. If you disable collision for the model - you can see that lags disappear.
werner.poetzelberger Posted April 9, 2013 Author Posted April 9, 2013 Hello Necris, Done the deed! Thank you very much. cheers werner
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