Teardown
Almost Golden Gate Bridge
 Questa discussione è stata messa in evidenza. Probabilmente è importante.
HyperPoss  [sviluppatore] 6 ott 2023, ore 6:45
Longer Bridge
The update has been uploaded to Steam. The relevance of this topic is questionable, but it will be here, the long bridge still lags.
Hi all! In this discussion I would like to tell about the longer bridge. I have been asked more than once to make this bridge longer, but I did not consider this request something important, now I tried to make a longer version, but I encountered the same problem as I wrote about in the comments, terrible lags.

Lags even just when physics is turned on, you can see what it looks like here:
Youtube

I don’t know yet what can be done with lags, but I gonna try 1 one method, but if it doesn’t work out (I think it not work), I don’t know.

Maybe you know methods of deeper optimization?
Ultima modifica da HyperPoss; 9 ott 2023, ore 10:16
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Sorry, I would love to help (I think it's a great map?) however, I do not know teardown modding.
ah i see, well if you were to add it in, just have a warning that says laggy
HyperPoss  [sviluppatore] 7 ott 2023, ore 13:27 
Messaggio originale di Tired-Bean:
ah i see, well if you were to add it in, just have a warning that says laggy
Okay, okay. I'll do that. Maybe tomorrow, or something like that.
Ultima modifica da HyperPoss; 7 ott 2023, ore 13:31
Messaggio originale di HyperPoss:
Messaggio originale di Tired-Bean:
ah i see, well if you were to add it in, just have a warning that says laggy
Okay, okay. I'll do that. Maybe tomorrow, or something like that.
take your time
The reason your bridge is so laggy is the amount of air the raycasts from the camera have to go through to actually hit something to render. You should have the bridge and the catwalk underneath as separate objects still bound together. https://i.imgur.com/7i14ZxK.png the stairs are also extremely inefficient https://i.imgur.com/WXu6EDK.png. Creating a large bounding box full of air.
HyperPoss  [sviluppatore] 10 ott 2023, ore 5:09 
Messaggio originale di Doomdrvk:
The reason your bridge is so laggy is the amount of air the raycasts from the camera have to go through to actually hit something to render. You should have the bridge and the catwalk underneath as separate objects still bound together. https://i.imgur.com/7i14ZxK.png the stairs are also extremely inefficient https://i.imgur.com/WXu6EDK.png. Creating a large bounding box full of air.
Interesting... I'll think about that, and maybe fix it in the next update. Thanks!
HyperPoss  [sviluppatore] 10 ott 2023, ore 5:13 
Messaggio originale di Doomdrvk:
The reason your bridge is so laggy is the amount of air the raycasts from the camera have to go through to actually hit something to render. You should have the bridge and the catwalk underneath as separate objects still bound together. https://i.imgur.com/7i14ZxK.png the stairs are also extremely inefficient https://i.imgur.com/WXu6EDK.png. Creating a large bounding box full of air.
I just noticed that the profiler has the longest delay on "Physics". But... Perhaps it could even be related. It probably also matters that (As long as i remember) each column is a physical body, it’s probably useless especially after I fixed it to the concrete.
Ultima modifica da HyperPoss; 10 ott 2023, ore 5:16
Messaggio originale di HyperPoss:
Messaggio originale di Doomdrvk:
The reason your bridge is so laggy is the amount of air the raycasts from the camera have to go through to actually hit something to render. You should have the bridge and the catwalk underneath as separate objects still bound together. https://i.imgur.com/7i14ZxK.png the stairs are also extremely inefficient https://i.imgur.com/WXu6EDK.png. Creating a large bounding box full of air.
I just noticed that the profiler has the longest delay on "Physics". But... Perhaps it could even be related. It probably also matters that (As long as i remember) each column is a physical body, it’s probably useless especially after I fixed it to the concrete.
Yes it can definitely be related, the weight calculations still have to skip through all the air voxels connecting the object and it has to understand the voxels in that location can pass through.

Let me be clear, "air" and "empty space" are two different things. Voxel objects which are made as one thing with space inbetween will have air voxels fill in that space, those are still accounted for in calculations and still need to continuously skipped through when doing those calculations. Empty space is space in the game which is no where in a shape bounding box.

Any time the rendering system comes comes in contact with this "air" it is fast to skip through unless there is a lot in the direction its going. Weight calculations for physics have to include the air as it checks each voxel and its structure and creates a collision box and maintains proper collision.

So it is fast to skip through the air but when you have thousands to hundreds of thousands of EXTRA voxels to pass through or check it slows down the shape calculations massively in different areas.
Ultima modifica da Doomdrvk; 10 ott 2023, ore 16:09
HyperPoss  [sviluppatore] 11 ott 2023, ore 10:00 
Messaggio originale di Doomdrvk:
Messaggio originale di HyperPoss:
I just noticed that the profiler has the longest delay on "Physics". But... Perhaps it could even be related. It probably also matters that (As long as i remember) each column is a physical body, it’s probably useless especially after I fixed it to the concrete.
Yes it can definitely be related, the weight calculations still have to skip through all the air voxels connecting the object and it has to understand the voxels in that location can pass through.

Let me be clear, "air" and "empty space" are two different things. Voxel objects which are made as one thing with space inbetween will have air voxels fill in that space, those are still accounted for in calculations and still need to continuously skipped through when doing those calculations. Empty space is space in the game which is no where in a shape bounding box.

Any time the rendering system comes comes in contact with this "air" it is fast to skip through unless there is a lot in the direction its going. Weight calculations for physics have to include the air as it checks each voxel and its structure and creates a collision box and maintains proper collision.

So it is fast to skip through the air but when you have thousands to hundreds of thousands of EXTRA voxels to pass through or check it slows down the shape calculations massively in different areas.
Hmm, if so, I'll definitely fix it. Thank you! :steamthis:
HyperPoss  [sviluppatore] 12 ott 2023, ore 13:24 
Messaggio originale di Doomdrvk:
Messaggio originale di HyperPoss:
I just noticed that the profiler has the longest delay on "Physics". But... Perhaps it could even be related. It probably also matters that (As long as i remember) each column is a physical body, it’s probably useless especially after I fixed it to the concrete.
Yes it can definitely be related, the weight calculations still have to skip through all the air voxels connecting the object and it has to understand the voxels in that location can pass through.

Let me be clear, "air" and "empty space" are two different things. Voxel objects which are made as one thing with space inbetween will have air voxels fill in that space, those are still accounted for in calculations and still need to continuously skipped through when doing those calculations. Empty space is space in the game which is no where in a shape bounding box.

Any time the rendering system comes comes in contact with this "air" it is fast to skip through unless there is a lot in the direction its going. Weight calculations for physics have to include the air as it checks each voxel and its structure and creates a collision box and maintains proper collision.

So it is fast to skip through the air but when you have thousands to hundreds of thousands of EXTRA voxels to pass through or check it slows down the shape calculations massively in different areas.
It doesn't seem to work. Maybe I did something wrong... But here's another video YouTube Perhaps it's just too big dynamic building.
I'd like to review what you did if you could post another version on the workshop as an unlisted map and link it here I would be happy to review it.

Though after viewing it again and understanding the length of the bridge it is very possible the long bridge is seriously too much

. Also theres a warning about going over 400 meters with the shadow volume as it seems to seriously mess with AMD gpus. What your video showed and my own test showed was that the bridge was the most taxing on the physics aspect.
Ultima modifica da Doomdrvk; 13 ott 2023, ore 2:48
HyperPoss  [sviluppatore] 13 ott 2023, ore 16:50 
Messaggio originale di Doomdrvk:
I'd like to review what you did if you could post another version on the workshop as an unlisted map and link it here I would be happy to review it.

Though after viewing it again and understanding the length of the bridge it is very possible the long bridge is seriously too much

. Also theres a warning about going over 400 meters with the shadow volume as it seems to seriously mess with AMD gpus. What your video showed and my own test showed was that the bridge was the most taxing on the physics aspect.
Okay, I'll post this for the link so you can try it, as far as I remember it's possible) I'll also try to reduce it by one "Segment" (That's 2 towers). And make some other minor changes. Thanks again.
HyperPoss  [sviluppatore] 14 ott 2023, ore 12:02 
Messaggio originale di Doomdrvk:
I'd like to review what you did if you could post another version on the workshop as an unlisted map and link it here I would be happy to review it.

Though after viewing it again and understanding the length of the bridge it is very possible the long bridge is seriously too much

. Also theres a warning about going over 400 meters with the shadow volume as it seems to seriously mess with AMD gpus. What your video showed and my own test showed was that the bridge was the most taxing on the physics aspect.
Here you go!
Its disappointing but it does just seem Teardown can't handle such a massive million voxel+ physical body.
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