flim
Newbie

Posts: 15
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« on: July 02, 2010, 04:44:58 AM » |
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Is there any video demonstrate the imposters features? After searching the forum I still not totally understand the benefit.
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Bensta
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« Reply #1 on: July 02, 2010, 06:44:09 AM » |
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The imposters are only in the pro version, and they are like auto lod's, creates a "cardboard cut out" of the object, faceing the player.
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flim
Newbie

Posts: 15
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« Reply #2 on: July 02, 2010, 07:18:56 AM » |
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Yes I know it is pro only feature, so I would like to see how is the effect and a video comparison is nice.
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An0obis
Newbie

Posts: 17
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« Reply #3 on: July 02, 2010, 06:31:46 PM » |
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I don't think so. I did hear from some users during the beta testing that it was a cool feature, but I don't remember seeing any videos demonstrating it in use.
I could be wrong though. It might have been shown in one of their trailers at some point. I looked at gamecore3d channel on youtube and didn't see anything mentioning it specifically, but it might have been in one of their showcase videos.
The docs say this about them: Imposters are basically a "cardboard cutout" of your object, used to increase render speed. When a complex object is far off in the distance, it can be set to automatically render an imposter once every few seconds instead of rendering the whole complex object every frame. When used effectively, the user won't be able to tell that imposters are even being used and will experience a great improvement in framerate.
Sounds pretty cool. But even if we saw a video of it in action, we might not notice anything! It just shows one side of the object for a few frames instead of rendering the whole thing.
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flim
Newbie

Posts: 15
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« Reply #4 on: July 02, 2010, 10:48:41 PM » |
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But I think it is good to have a video to show how much fps gain with imposters and without loss visual quality.
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gekido
Guest
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« Reply #6 on: July 05, 2010, 06:20:29 PM » |
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Imposters are no guarantee of FPS increases, however they are definitely useful to reduce the poly density in a scene. Imposters in most cases are simple billboarded 'cutouts', however in GameCore's implementation, they are actually more useful than that.
1) you can include any 'grouped' objects within an Imposter - ie an interior of a house, building etc can be automatically turned into an LOD with a simple checkbox. this can help performance, particularly if you have complex interiors that you wish to hide / disable at a distance.
2) using imposters can actually cause framerate 'decreases' because of the increased texture memory required for the render to texture images. this is particularly important if you have a scene that is pushing the texture budget of your target hardware.
3) most video cards can render a LOT of polygons efficiently, and can get pixel-shader bound quicker than vertex shader bound. so in many cases, actually rendering high poly models with low resolution textures can be faster than adding a ton of low poly textures - particularly ones with alpha blending.
alpha blended textures are the slowest to render, period, and imposters are alpha-blended in most cases, so the trade off may not be worth it for your particular scene.
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