[project1dev] Re: Animation LODing

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 00:16:57 -0500

I'm pretty sure my computer will end up becoming the low standard. If it
runs on this pos it'll run on dos.

On Fri, May 8, 2009 at 12:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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