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Author Topic: Another splat question (performance)  (Read 2765 times)
pabloescobar
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« on: June 14, 2007, 07:35:21 PM »

For the ppl that have more experience with splatting... Wich is better for performance (get better FPS i mean)?

Have small splat layers over each chunk or have big alpha layers extended over the entire terrain?


On my newbie thoughts (if im wrong, please correct me)...

- Big alpha layers, extended over the entire terrain, will consume more video memory, but will have less layers at all... And its more easy to "draw" the alpha.

- Small alpha layers (one for each chunk), maybe will consume less memory and can apply only on the chunk u really need it... but on certain situations, u can have a lot of alpha layers (for a terrain with 2048x2048, on the worst situation u can have 64 layers for a single texture)... Maybe can be more costly the engine render all those layers?
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Lenn
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« Reply #1 on: June 15, 2007, 03:59:05 AM »

You can reuse the same texture on multiple chunks, or sometimes stretch one texture over 2x1 chunks or 2x2 chunks instead of just on one. You can also load one texture and set different parts of it to chunks by moving its uv coordinates I think. There are many combinations you can do like so, and it's probably much more efficient than having a very big texture.
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SylvainTV
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« Reply #2 on: June 15, 2007, 04:16:15 AM »

For good performance, you shouldn't have more than 3 extra layers per chunk.
So the base layer (expandtexture or settexture) then 3 splatting textures on top of it.
If you have more than that, the engine will have to do multipass Smiley
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Sylvain Dupont
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newborn
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« Reply #3 on: June 15, 2007, 08:43:33 AM »

Quote from: "SylvainTV"
For good performance, you shouldn't have more than 3 extra layers per chunk.
So the base layer (expandtexture or settexture) then 3 splatting textures on top of it.
If you have more than that, the engine will have to do multipass Smiley


Ah! Thats good to know!!

So 4 layers total if we are not using the base texture? Or is it Base + 3 layers? What about detail layer, does it count also in the 3 extra layers?
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Lenn
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« Reply #4 on: June 15, 2007, 08:53:30 AM »

It's base+3 layers per chunk. I plan on making an editor to make chunk splatting management easier using visual placement, in about a month from now.
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Eric
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« Reply #5 on: June 15, 2007, 09:20:33 AM »

just remember since its 4 total layers per chunk, your landscapes can still be quite varied with textures if you treat each chunk separately.  If you expand your splat layers across your whole landscape, you only get 4 textures total.  The performance should be the same, so its just better to splat per chunk
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pabloescobar
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« Reply #6 on: June 16, 2007, 10:27:29 AM »

This is an test that i made:

ATI RADEON 9600 (256MB)
AMD SEMPRON 3000+ (1.8Ghz) 1GB RAM

Terrain (8x8 chunks with TV_PRECISION_LOW as precision parameter), without LOD.
All splat layers are expanded over the entire terrain (not per chunk)

EMPTY SCENE = 1700 fps
TERRAIN WITHOUT TEXTURE = 1100 fps
TERRAIN WITH BASE TEXTURE = 992 fps
TERRAIN WITH BASE TEXTURE + 1 SPLAT = 500 fps
TERRAIN WITH BASE TEXTURE + 2 SPLATs = 303 fps
TERRAIN WITH BASE TEXTURE + 3 SPLATs = 300 fps
TERRAIN WITH BASE TEXTURE + 4 SPLATs = 167 fps
TERRAIN WITH BASE TEXTURE + 5 SPLATs = 142 fps
TERRAIN WITH BASE TEXTURE + 6 SPLATs = 122 fps
TERRAIN WITH BASE TEXTURE + 7 SPLATs = 106 fps
TERRAIN WITH BASE TEXTURE + 8 SPLATs = 93 fps
TERRAIN WITH BASE TEXTURE + 9 SPLATs = 86 fps
TERRAIN WITH BASE TEXTURE + 10 SPLATs = 80 fps
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SylvainTV
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« Reply #7 on: June 16, 2007, 12:28:26 PM »

You can also switch to use Splatting shader which can do up to 1 base + 3 splats in a pass :
Landscape.SetSplattingMode(true)
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Sylvain Dupont
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