Hi,
I already posted my problem in the screenshot area.
RSDereck did give me some tips , but they didn't work for me.
Please see this video what the problem is,
http://www.youtube.com/watch?v=SHWTsko6j2k
The major problem:
-Objects(and depending LOD's of them) pop up and disapear in groups, although their distance to camera is different.
-Especially in lofts the number of middle BPID objects in LOD1 is very large. (from the first object in the loft to te last object in that section of the loft. So a maximum of 500m is rendered in first LOD, causing heavy duty for the graphic card, and decreasing fps.
-3d tracks and sleepers are unusable right now.
After making some changes I have this:
a object with
1_0200_block with trainbasicobjectdiffuse shader
1_0020_sleeper with trainlightmapwithdiffuse.fx (because i used it on a sleeper before RW3)
2_0200_sleeper ''
This object does behave normal. (changing to second lod when distance to camera is passed value)
When using the trainbasicobjectdiffuse shader to all nodes the object does not normal (like in the video)
Both do not react normal in lofts.
I am getting very frustrated now, I tried anything. Updated my drivers etc..
The most frustrating about this, Am I the only one?
Where are bug/changes like this reported? In that case RW hasn't changed ; support zero.... for other developers. (except Dereck..)
SAD
LOD problems
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- sad27
- Well Established Forum Member
- Posts: 565
- Joined: Mon Jan 07, 2008 10:40 pm
- Location: Leeuwarden, Netherlands
- Contact:
Re: LOD problems
Hi,
RSDereck has contacted me to explain something about this..
Why doesn't anyone else say:
1. Yes I see your problem, but I don't recognize it myself.
2. I have the same problem.
I haven't donte anything the last 3 days...waste of time. Hopefully this wil end soon, I realy want to make my route a real RW3 experience!
Regards SAD
RSDereck has contacted me to explain something about this..
Why doesn't anyone else say:
1. Yes I see your problem, but I don't recognize it myself.
2. I have the same problem.
I haven't donte anything the last 3 days...waste of time. Hopefully this wil end soon, I realy want to make my route a real RW3 experience!
Regards SAD
- RSderek
- Very Active Forum Member
- Posts: 4760
- Joined: Mon Sep 10, 2007 12:19 pm
- Location: London
- Contact:
Re: LOD problems
The sleepers are instanced, quicker to draw many than individual ones with lods.
However, the more complicated the sleeper the less they draw ahead.
As a test have a very simple box as your sleeper and hide the clips. You will see that the 3d sleepers are drawn far into the distance.
There is a bug in there I think and one of our coders is looking into it but that will give you an idea of what is going on. When I know more I will let you know.
regards
Derek
However, the more complicated the sleeper the less they draw ahead.
As a test have a very simple box as your sleeper and hide the clips. You will see that the 3d sleepers are drawn far into the distance.
There is a bug in there I think and one of our coders is looking into it but that will give you an idea of what is going on. When I know more I will let you know.
regards
Derek
To contact me email support@railsimulator.com, not here.
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
- sad27
- Well Established Forum Member
- Posts: 565
- Joined: Mon Jan 07, 2008 10:40 pm
- Location: Leeuwarden, Netherlands
- Contact:
Re: LOD problems
Hi Dereck,
Thanks a lot for this clear answer. I will wait for that, and continue my work on other things. (trees, lights etc...)
Glas to hear that it is picked up in the programming team.
Kind Regards SAD
Thanks a lot for this clear answer. I will wait for that, and continue my work on other things. (trees, lights etc...)
Glas to hear that it is picked up in the programming team.
Kind Regards SAD
