[project1dev] Re: Animation LODing

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 22:20:06 -0700

Kent just got an upgrade but if not for that i'd say he had you beat every
day of the week (and twice on sunday)

but lol, what's your specs?  You may be right we could use your machine as
the min specs maybe...

and btw my comp is kinda old, i think like 2 years maybe more...  it's a P4
2.6GHZ w/ 1GB RAM so shrug.

On Thu, May 7, 2009 at 10:16 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> 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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