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Ace Dragon Ace Dragon is offline
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Massive speed up with removing a scene with large numbers of objects.
http://lists.blender.org/pipermail/b...ay/019213.html

Another big speedup in the scenegraph, scenegraph performance will now be 4 to 10 times faster than in 2.48.
http://lists.blender.org/pipermail/b...ay/019239.html
------------------------------------------------------
Great new commits from Ben2610 for Blender 2.49, for those wanting to make large games, this and 2.50 will be the versions to start doing that with Ben improving BGE performance for the game being done by Entertainment Arts Research.
#1   Old 03-May-09, 23:42   
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More speedups! Hope this gets in 2.49.
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#2   Old 04-May-09, 00:10   
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More one Chapter for BGE world domination!!!!
HUHUHUHAHAHAH ( Evil laugh )

Thanks Ben2610! You´re Great man!
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#3   Old 04-May-09, 00:36   
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Go Ben go!!
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#4   Old 04-May-09, 00:54   
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Quote:
Originally Posted by J09 View Post
Go Ben go!!
AUHAUHAuaHuahAUHAUH very good man! ^^
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#5   Old 04-May-09, 01:02   
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Awesome, this is great.
Also good to see a breakdown of what gets the best speedups, with values to go along with different settings.

Great work Ben
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#6   Old 04-May-09, 10:16   
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SamCameron SamCameron is offline
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simple... AMAZING, looking forward for the face culling option.
#7   Old 04-May-09, 12:21   
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Cool can't wait to test this out on my large scene. Thankk you Ben
#8   Old 04-May-09, 12:29   
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BGE is jumping to next gen space!
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#9   Old 04-May-09, 14:06   
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Just tested these optimizations, they are awesome.
We were joining objects to increase performance but now you get better performance by keeping them as instances!
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#10   Old 04-May-09, 22:01   
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Yeah, nice!
Quote:
Originally Posted by J09
Go Ben go!!
Good one
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#11   Old 05-May-09, 00:02   
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TOO Funny (make message long)
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#12   Old 05-May-09, 00:51   
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OH

EM

JEA

keep us updated CD man!!!!!

thanks Ben, the force is strong with this one
#13   Old 05-May-09, 02:56   
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SamCameron SamCameron is offline
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Wow, there's somekind of face culling, I'm saying 'somekind' cause it works great in small windows, but in full screen (inside blender, not in blenderplayer) doesn't affect like in small screen.

Last edited by SamCameron; 05-May-09 at 13:05.
#14   Old 05-May-09, 12:51   
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Quote:
Originally Posted by vitorbalbio View Post
More one Chapter for BGE world domination!!!!
HUHUHUHAHAHAH ( Evil laugh )
Let me join your evil join and we'll scare the little kids with our overpowered knowledge.

Muhahahahahahaha



Back to topic: also hope this will be included in 2.49
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#15   Old 05-May-09, 13:15   
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"Great new commits from Ben2610 for Blender 2.49"
Yes it will be in 2.49 - unless commits are made in a branch they will be in the next release, dont let the feature freeze RC's status confuse you!

You guys should also be getting excited about the new "Tap" sensor option which makes it easy to do jump logic with just 2sensors and an actuator, no properties, states, python which were needed before.
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Last edited by ideasman42; 05-May-09 at 13:29.
#16   Old 05-May-09, 13:27   
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Quote:
Originally Posted by ideasman42 View Post
You guys should also be getting excited about the new "Tap" sensor option which makes it easy to do jump logic with just 2sensors and an actuator, no properties, states, python which were needed before.
Ah man, haven't heard about that sensor yet. Something I could have used so many times in the past, but instead had to do a timer setup with property sensors everywhere etc.
Awesome to hear.
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#17   Old 05-May-09, 13:44   
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Quote:
Originally Posted by ideasman42 View Post
You guys should also be getting excited about the new "Tap" sensor option which makes it easy to do jump logic with just 2sensors and an actuator, no properties, states, python which were needed before.
Sweet!! Thanks for all the hard work you're putting in!!

I feel like there could be another great GE project to show off all the new features.
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#18   Old 06-May-09, 03:41   
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Sim88 Sim88 is offline
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It's an insane speed up! And rasterizer is next, that's good, it's the only one which is over 2% now
#19   Old 06-May-09, 05:01   
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Sim88 Sim88 is offline
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AMAZING NEWS!

Rasterizer improvements!
He codes so fast!

http://lists.blender.org/pipermail/b...ay/019285.html
Quote:
Log Message:
-----------
BGE performance, 3rd round: culling and rasterizer.

This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive
performance improvement in the culling and in the rasterizer when
the majority of objects are static.

Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function

The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time

Scenegraph+rasterizer(ms) 2.48 1st round 3rd round

All objects static, 323.0 86.0 7.2
all visible, 1000 in
the view frustrum

All objects static, 219.0 49.7 N/A(*)
all invisible.

All objects moving, 323.0 105.6 34.7
all visible, 1000 in
the view frustrum

Scene destruction 40min 40min 4s

(*) : this time is not representative because the frame rate was at 60fps.
In that case, the GPU holds down the GE by frame sync. By design, the
overhead of the rasterizer is 0 when the the objects are invisible.

This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.

An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.

Next speed up in logic: many things to do there...
Quote:
This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead.
Quote:
This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead
.
EDIT:
AND!!
Quote:
Hi,

You may have noticed this commit log:
http://lists.blender.org/pipermail/b...ay/019285.html

I forgot to mention something in the commit log: I have reactivated the
combine use of VBO and display list, which should provide some speed up
in the rendering. This possibility was ruled out in the BGE due to a
problem with ATI card:

// workaround: note how we do not use vertex arrays for making display
// lists, since glVertexAttribPointerARB doesn't seem to work correct
// in display lists on ATI? either a bug in the driver or in Blender ..

This was some time ago and I think it's worth testing again.
Could some ATI card owners test the BGE with trunk and report any
problem here? Of course don't forget to activate display list ;-)

/benoit
I'll test as soon as build pops up on graphicall! (Better start building myself soon)

Last edited by Sim88; 07-May-09 at 15:14.
#20   Old 07-May-09, 15:06   
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