[project1dev] Re: Animation LODing

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 22:11:23 -0700

Hey thats an idea Matt...

if animation takes a lot of CPU time we could have an animation quality
setting which would set the max instances of the animations higher or lower.

Neat idea (:

On Thu, May 7, 2009 at 10:06 PM, <mattthefiend@xxxxxxxxx> wrote:

> Sounds awesome to me! Its nice to be able to scale down graphics as well
> for slower machines.
>
> Sent via BlackBerry from T-Mobile
>
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Thu, 7 May 2009 21:59:16 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Animation LODing
> Oh and we can do this in our game too if we need to as a preformance
> optomization later on (:
>
> On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Ok so for those of you that don't know what LOD is, it stands for "Level
>> of detail" and in essence means that when things are farther away, or less
>> noticeable in some way, that you use less detail cause nobody notices, and
>> that saves you processing power and memory.
>>
>> For example, objects that are farther away (models, mountains, etc) use
>> less polygons when they are far away since you can't tell the difference at
>> a great distance anyways.
>>
>> It makes everything way nicer.
>>
>>
>> Anyhow...So animating models is expensive (takes a lot of CPU power).
>>
>> Today i learned something really bad ass, an animation LODing technique.
>>
>>
>> So what the deal is, is you declare up front how many of a specific type
>> of animation are allowed to run at once.
>>
>> So like... if you have 10 people all walking around using the same
>> animation, normally you'd have to pay the cost of processing that same
>> animation 10 times.
>>
>>
>> The LOD technique is to say "only allow 3 maximum instances of that
>> animation to happen at once".
>>
>> So what that does is only process 3 animations but have multiple people
>> use the same processed animation data.
>>
>> If you set it to only 1 maximum instance, everyone would animate and walk
>> in unison which is really crappy, and if you do too high a number maximum
>> instances, too many people are animating and it eats up a lot of CPU.
>>
>> So you basically find the balance and say "well its hard to tell that they
>> are sharing animations if you do 3 max" and then you have your magic number,
>> and the game runs faster.
>>
>> It's kind of cool... just wanted to share it with everyone...
>>
>
>

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