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  1. #1
    Iron Guard
    Join Date
    Jan 2012
    Posts
    650

    Default Trying to optimize - Compare my level with epic citadel (stat initviews and unit)

    Hi, i'm trying to create a level to test the game and understand how many meshes i can put in the game and how many pawns.
    Comparing with epic citadel i have this results (NOTE: I MADE THE TEST ON PC FOR BOTH THE LEVELS BECAUSE THE MOBILE EMULATOR DOESN'T WORK WELL ON MY PC):

    Epic Citadel
    STAT UNIT (max values)
    frame: 8.333
    game: 3.3
    draw: 2.8 (but it is 1.8 for the most of the time)

    MyGame
    STAT UNIT (max values)
    frame: 10.0
    game: 4.4 (max values reached when a battle between two teams happens)
    draw: 4.3

    This can be normal, my game requires a lot of game calculations, it is a 3d person game so i have always a pawn in the scene, and moreover i have many other pawns in the level.
    What didn't convince me was the draw time so i made this test:
    i removed almost every pawns in the game (i just left the player pawn and others 2 pawns that i can't remove easily without modify the game code a lot) and tried again.
    I chose an extreeme case to understand if something was wrong in my game, i moved the pawn in epic citadel to have a lot of meshes visible and the pawn in my game to have a low number of meshes visible.

    Epic Citadel
    STAT INITVIEWS
    VisibleStaticMeshElements: 140
    STAT UNIT
    Draw:2.8

    MyGame
    STAT INITVIEWS
    VisibleStaticMeshElements: 12
    STAT UNIT
    Draw:2.0

    Is this normal? Is the player pawn in the scene that make all this difference?
    I use precomputed visibility, i have a total of 150 meshes in the level against the 370 (if i remember well) in epic citadel.
    Almost all the meshes use 1 material so they need 1 draw call (2 exception of meshes that use 2 materials). The pawn use 1 material for the body and another one for the weapon.
    For now i have no normal maps at all and no details textures or anithing else.
    Last edited by Ivan84; 06-22-2012 at 10:55 AM.


 

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