Blockland Forums > Suggestions & Requests

Optimize Blockland Shaders FFS

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Alkatjo:

Here is your problem: 43809
Also Treynolds/Demian is right, doing all that would just take more to render.

Demian:


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---No you don't, the reflection could simply reflect just the world around the brick and have a static reflection.

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Then you're talking about cubemaps. These are indeed supported but if Badspot wanted them (reflections) they would be in the game already. Even so the scene would still need to be rendered again for the cubemap image.


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---Maybe the shadows could be culled so they look good up close but bad far away?

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The only good idea from you in this thread. This could be neat if it was done properly but I highly doubt that. I feel like it would hit performance even more since you need to first render low res shadows for far away, then medium shadows, and finally high resolution shadows.


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---Only if the light entity is moving.

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Now I'm purely making an educated guess. If you have dynamic shadows implemented you are still recalculating the shadows every frame even though the light isn't moving. It doesn't help that the light isn't moving.


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---You see shadows don't really put much stress on my machine, it's just when it renders shadows on massive builds

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Exactly. Even I can run Jetpuff Towers on max at 40 FPS or so but show me a single good server that has ~2k bricks. In Blockland it's all about the quantity of bricks.


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---and when the shadows are moving

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Now I'm purely guessing but I don't think moving shadows have that great a performance hit. Some perhaps but not a lot.


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---So having shadows casted upon animated moving particles like FogA will definitely make your computer chug.

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I have no clue if this is true so I'm going to try this out today and post results here.


--- Quote from: BDX777 on June 30, 2013, 06:24:03 PM ---Who says they have to be dynamic? Maybe after you finish your build you could go into the environment menu and click "Render sunrays", which will create static faked light rays like this

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I can't think of a method to bake 3D volumetric lighting. It might be possible with Roblox style 3D texture but I'm not sure. The old way of doing this was to make 3D models with textures. I don't think Badspot wants to waste time on that.

BDX777:


--- Quote from: Treynolds416 on June 30, 2013, 08:08:57 PM ---Christ you're a dumbass

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Right back at ya


--- Quote from: Demian on July 01, 2013, 05:43:38 AM ---Then you're talking about cubemaps. These are indeed supported but if Badspot wanted them (reflections) they would be in the game already. Even so the scene would still need to be rendered again for the cubemap image.
Yeah you paint a brick with a Cubemap spraycan (It would totally fit 'cause the name is Cube and the game is filled with a bunch of square bricks!) and the brick(s) take a snapshot of the bricks around them and save those with the save, maybe now saves are in folders, but I think that would be a pain in the ass to access. Maybe there's a save folder, a save screenshot folder, and a save cubemap folder.
EDIT: And a pre-rendered volumetric lighting file folder


The only good idea from you in this thread. This could be neat if it was done properly but I highly doubt that. I feel like it would hit performance even more since you need to first render low res shadows for far away, then medium shadows, and finally high resolution shadows.
You think it'll have a larger performance hit to cull out shadows rather than rendering non-culled high-resolution shadows? *facepalmtree*

Now I'm purely making an educated guess. If you have dynamic shadows implemented you are still recalculating the shadows every frame even though the light isn't moving. It doesn't help that the light isn't moving.
Look at this video, but ignore all the "Euclideon Unlimited Detail is a hoax!" BS, just listen to the technical crap.
https://www.youtube.com/watch?v=8vGXqXL7zrI
EDIT: I'm saying that when the dynamic lights aren't doing anything they could slow down the recalculation as optimization.

Exactly. Even I can run Jetpuff Towers on max at 40 FPS or so but show me a single good server that has ~2k bricks. In Blockland it's all about the quantity of bricks.


Now I'm purely guessing but I don't think moving shadows have that great a performance hit. Some perhaps but not a lot.


I have no clue if this is true so I'm going to try this out today and post results here.
Yeah it's pretty laggy


I can't think of a method to bake 3D volumetric lighting. It might be possible with Roblox style 3D texture but I'm not sure. The old way of doing this was to make 3D models with textures. I don't think Badspot wants to waste time on that.
I think you should also be able to use the wrench on them as if they were bricks so you can add a light to these pre-rendered sun rays and make it look like Radiosity mapping.
This gives me another idea, you should be able to add events to the shadows, this would open up alot of possibilities, like a new Vampires vs Nightwatch gamemode where if vampires get hit by the shadows they get the BurnPlayer effect.

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Conservative:

Oh wow, this is not going to end well...

EDIT: Are you trolling?, you're the same person that tried to tell someone he wasn't allowed to sig you without your permission.

Zeblote:

How about baked shadows?

Rendering shadows for every brick every frame is stupid. Bricks don't move and the sun doesn't either. So render those shadows one time, save the map. And then render dynamic shadows only for players, vehicles and projectiles!

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