Bernie, on 16 February 2013 - 11:14 AM, said:
So, with everything crammed onto those few tiles, how are the framerates?
Not as good as I thought I'd see. ScaleRail is very costly... each placed shape (tangent or curve) is 5 primitives and the turnouts are 23. Each primitive is a draw call (performance expensive) and while their textures can be shared within VRAM I'm led to understand that the work load for identical shapes is not "shared"... that each one gets all their required draw calls, moving all the necessary mesh no matter how many identical occurrences there are. With a very fast CPU and good video card that work can be done 60 or even 72 times per second (the rate at what most monitors actually can draw) but on my PC, which is a rather decent PC, it can only squeeze in 30 per sec... fps of 30.
The other factor is due to my use of Sketchup PLUS how I do models -- w/ 3d features. So they have a higher poly count (not too expensive in OR but every one does count) as well as more than necessary textures due to the SU Exporter Bug (see the Announcements forum for "I need some software help"). If the exporter bug can be fixed then it would be possible to consolidate some textures and possibly even shrink the size of the .s file, both of which would improve performance.
Over the long run, I expect the exporter will get fixed. I also expect OR to eventually allow for procedurally generated track (what RW does) which should allow for the creation of good looking track using a fewer textures as well as being more efficient in rendering than can be done today w/ all of those shapes. Eventually.