Use model instancing feature
#1
Posted 06 April 2014 - 03:42 PM
If it will work without the "Always use highest detail objects" feature, maybe even more improvement can be expected. Very nice to see that instancing works in OR "on the fly" and not like in TS2014 where you need to use specific object types on routes to make those instanced ("asset block"), and lower the CPU overhead.
#2
Posted 06 April 2014 - 04:03 PM
Cheers & thanks,
Bazza.
#3
Posted 07 April 2014 - 03:34 AM
But directx 9 which is used by OR also have a trick to make the number of draw calls lower. However still not as good as a modern API, but can help very much. This is the hardware instancing. Without it, if there is are 2000 pieces of the same tree object in the visible range in game, then 2000 draw calls are needed to draw these trees. But with instancing, identical objects are only drawn once, so that 2000 trees can be drawn by 1 draw call, as the GPU just copies them instead of drawing them individually. Depending how many identical objects in the view, this can lower the load on the CPU, and somewhat on GPU too.
#5
Posted 07 April 2014 - 07:27 AM
However, I am seeing some weird effects around some shapes. When pulling into Clapham Junction, for instance, the platform canopies flicker really badly. I haven't managed to capture pictures of this yet. Attached, though, is a screenshot of a misplaced shape. It looks like the night light cone of one of the station lights. So far, this has happened consistently every test I've run. When instancing is turned off the flicker effect around Clapham Junction does not occur, nor the misplaced shape.
Dennis

#6 Inactive_AlFitz_*
Posted 07 April 2014 - 10:42 AM
#7 Inactive_AlFitz_*
Posted 07 April 2014 - 10:53 AM
#8
Posted 07 April 2014 - 11:39 AM
#9
Posted 07 April 2014 - 11:57 AM
Steve
#10
Posted 07 April 2014 - 12:11 PM
AlFitz, on 07 April 2014 - 10:53 AM, said:
That's pretty awesome. It looks like about 9700 primitives reduces down to just 1100 so there must be an absolute load of repetition (quite possibly those forested areas are all individually placed shapes).
SVRy_Steve, on 07 April 2014 - 11:57 AM, said:
There is a new experimental option, "Use model instancing", which helps reduce the CPU workload on highly repetitive scenes (think forests, dense built-up areas, etc.). The amount it'll help will vary a lot by route and location.
#11 Inactive_AlFitz_*
Posted 07 April 2014 - 12:26 PM
James Ross, on 07 April 2014 - 12:11 PM, said:
There is a new experimental option, "Use model instancing", which helps reduce the CPU workload on highly repetitive scenes (think forests, dense built-up areas, etc.). The amount it'll help will vary a lot by route and location.
The ECML does have a lot of repeated scenery but it's very long, the stations are pretty accurate however.
It's good you've been able to implement this as I thought it was DX11?
#12
Posted 07 April 2014 - 12:30 PM
AlFitz, on 07 April 2014 - 12:26 PM, said:
It's good you've been able to implement this as I thought it was DX11?
Yeah, this is part of what I posted yesterday when I added the option:
James Ross said:
So there we are, working instancing. :D
#13 Inactive_AlFitz_*
Posted 07 April 2014 - 01:52 PM
#14
Posted 07 April 2014 - 03:47 PM
#15
Posted 07 April 2014 - 11:17 PM