Turtle Isle Bug/Slowdown

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Turtle Isle Bug/Slowdown

Postby nathan2055 » Wed Apr 27, 2011 9:29 am

OK, I'm not sure if this is the Age, my URU install, or my computer itself, but for some reason URU slows to a snail's pace when I link to the new Turtle Isle Age. Note that I tested this on both my offline install and on DI.
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Re: Turtle Isle Bug/Slowdown

Postby Rabbit » Wed Apr 27, 2011 10:18 am

The same happens to me. Its unplayable, which is a pity because it looks extremely well done. Hopefully this will be resolved as I'm dying to play it.
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Re: Turtle Isle Bug/Slowdown

Postby dendwaler » Wed Apr 27, 2011 10:37 am

You are not the only one with performance issues, as you can read in this thread.
http://forum.guildofwriters.com/viewtopic.php?f=7&t=5071
With an age of this size you have to make lots of precautions.
I have not done them all, because i was not aware of these issues, i did not have a testing team .
In the mean time i have been busy to find out what exactly coarses these troubles.
Until now , i have found two things.
1) The waveset of the ocean is the main problem, without the the waveset the performance is much much better.
I will have to make the reflection static in some way.
2) I desperately need occluders.
when they where there, the mountains would hide in all situations the biggest part of the age and the that part would not be (unnessary) rendered.

I am working on this, and want to alter the waveset, and i am thinking about making a split between inside and outside of the mountains.
In that case the inside would be a seperate age where you could link in after finishing the journey.

But its a lot of work, i am simply not able to alter this in a short time.

Its pity but the age is only playable on an up to date pc, with a good graphic card with 1 Gbyte of memory and lots of shader pipelines.
Shared memory as on many laptops , will not work.


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Re: Turtle Isle Bug/Slowdown

Postby tachzusamm » Wed Apr 27, 2011 10:23 pm

dendwaler wrote:2) I desperately need occluders.
when they where there, the mountains would hide in all situations the biggest part of the age and the that part would not be (unnessary) rendered.

I still believe it should be possible to speed it up a lot using visregions, which can be defined much easier than before using this tool. No need to split your age, if you ask me.
Would you appreciate some help in setting up a good topology for the visregions? Or with applying objects to them?
You know, I love your age - and one of the main reasons why I completed this tool was Turtle Isle.
Maybe we could build a Turtle Isle team temporarily, just to get speeding it up ignited. Only if you like, of course.
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Re: Turtle Isle Bug/Slowdown

Postby dendwaler » Wed Apr 27, 2011 11:21 pm

Tachzusamn ,
I downloaded your tool to setup Visregions the moment you released it, and will certainly going to use it.
That i have not already used it is mainly because I did not find time around this easter and will not during the free days that follow next week either.( family first!)

I appreciate you are offering to help and fully accept it.
And no, i am not worrying about the datafiles for those who help.
Diafero also did some testing the last weeks with altered files, so i consider him being a teammember as well.
Together we must be able to work this out.
Thx a lot both, for the help!
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Re: Turtle Isle Bug/Slowdown

Postby diafero » Thu Apr 28, 2011 8:48 am

Indeed, the version without wavesets already brought a huge gain. The remaining lag strongly depends on where I look at in the age, I I suspect it's really just the amount of rendered geometry and can be fixed with VisRegions and/or Occluders.

Can anyone explain how to configure/disable the update interval of the waveset's env map? I'm quite sure that it's env map generator that causes the main lag I experience in the released version. Tvel has similar issue for me.
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Re: Turtle Isle Bug/Slowdown

Postby nathan2055 » Thu Apr 28, 2011 10:17 am

OK, I'm new to Age building, so I don't fully understand, but the Age seems great, and I can't wait for the update to make it playable.

Oh, and should this topic be merged with the other topic (I didn't know about the other one when I made this one)?
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Re: Turtle Isle Bug/Slowdown

Postby dendwaler » Thu Apr 28, 2011 11:04 am

Oh, and should this topic be merged with the other topic (I didn't know about the other one when I made this one)?


Ahh,
don't bother about that Nathan,
we don't blame you.

Anyway,welcome to the writers,
may be, once, you will have more fun in writing then in playing!
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



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Re: Turtle Isle Bug/Slowdown

Postby ZURI » Thu Apr 28, 2011 5:29 pm

diafero wrote:Indeed, the version without wavesets already brought a huge gain. The remaining lag strongly depends on where I look at in the age, I I suspect it's really just the amount of rendered geometry and can be fixed with VisRegions and/or Occluders.

Can anyone explain how to configure/disable the update interval of the waveset's env map? I'm quite sure that it's env map generator that causes the main lag I experience in the released version. Tvel has similar issue for me.


Add the following line to the waveset alcscript.

Code: Select all
            envrefresh: 0
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Re: Turtle Isle Bug/Slowdown

Postby dendwaler » Thu Apr 28, 2011 11:29 pm

Add the following line to the waveset alcscript.
envrefresh: 0


envrefresh: 0 ... is the used setting in TurtleIsle!
...but the moving sky is still being updated in the reflection of the waveset.
So it does not work.
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