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  #11  
Old 07-24-2019, 05:04 PM
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Shadow Shadow is offline
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Originally Posted by Castruccio View Post
My framerate in Zombasite holds at a steady 60 in the same kinds of outdoor areas. To only get half of that in Din's Legacy is pretty crazy.
Yeah, last time I looked the heightmap and shadow mapping were most of the culprit. I am planning on another optimization run soonish so hopefully I can improve the frame rate some. Some day I'll hopefully have time to do some bigger optimization work like glsl, moving vertex work to GPU, and much more multi-threading.
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  #12  
Old 07-25-2019, 11:06 AM
Bluddy Bluddy is offline
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Some day I'll hopefully have time to do some bigger optimization work like glsl, moving vertex work to GPU, and much more multi-threading.
I don't think these things are alike. GLSL isn't a huge transition, and once you get there, adding transforms into them isn't that hard either. In general, if anything fails, it'll be immediate and fast.

Multithreading, on the other hand, is a huge undertaking. There *will* be many subtle bugs. The safest way to do multithreading in C++ is probably OpenMP: when you get to a very large computation in a loop, farm it out to other threads using a simple #pragma. Getting a real performance improvement though will take a lot of work.
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  #13  
Old 07-25-2019, 03:50 PM
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I don't think these things are alike.
I wasn't trying to imply those were similar in effort.
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