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Chrono Trigger Remake Project > Ideas > geometry instancing??


Title: geometry instancing??


Duranix - March 7, 2005 05:55 AM (GMT)
hey, i was just wondering, would you guys be able to code in geometry instancing to give us a few extra fps?


Crotus - March 31, 2005 07:20 PM (GMT)
:blink: My brain melted :blink:

In English please :lol:

Knives101 - March 31, 2005 08:13 PM (GMT)
:huh: FPS means Frames per second, how fast and smooth the graphics would be.

Each frame is composed of Triangles which is what Geometric instances are refered to... least I think thats what it was.

Duranix - March 31, 2005 08:21 PM (GMT)
lol

k101, u got it right, but i was thinking of a different geometry instancing.


I think it only works for ATI users, what it does is it only loads a model into memory once, and it uses that one model for everything that looks exactly like that model, therefore, instead of having 500 models in ur ram, u only got 1, and everything runs faster because u dont have as many things in ur memory, you can put other stuff in there.

Knives - March 31, 2005 10:04 PM (GMT)
Yes. All ingame models in UT2004 are referred to as static meshes. Each mesh and its textures are saved into memory only one time, therefore allowing you to put multiple copies of it on the map without any hit to the frame rate. This works to your advantage in places with very complex geometry, like outdoor scenes, junkyards, etc. because it's hard to really see differences in such similar objects. Like we might use, say, 3 different trees in Guardia Forest but you won't be able to notice it, and your framerate will still be high.

Translation: geometry instancing is your friend.

Duranix - April 3, 2005 03:40 AM (GMT)
yes, but i dont think that UT2k4 uses G.I.....

i think u guys might have to code it in or something.




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