tag:blogger.com,1999:blog-6483520008883064921.post5016980180754692274..comments2023-10-01T01:37:32.879-07:00Comments on NimbleBit: purveyors of nimble bits: Optimization is FUN!David Marshhttp://www.blogger.com/profile/09363782511533454475noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-6483520008883064921.post-71306443069696061362008-10-27T09:10:00.000-07:002008-10-27T09:10:00.000-07:00Hey bod,Thanks for the tips! I moved the texture f...Hey bod,<BR/>Thanks for the tips! I moved the texture fetches like you recommend. I know about the conditionals :( I need to get rid of them soon...<BR/><BR/>Thanks again!Brian Croninhttps://www.blogger.com/profile/10505672356273635766noreply@blogger.comtag:blogger.com,1999:blog-6483520008883064921.post-84108138402081495462008-10-27T08:09:00.000-07:002008-10-27T08:09:00.000-07:00Hey guys. This is looking really nice! Just though...Hey guys. This is looking really nice! Just thought i'd chuck my 2p in in case it might be of use to you.<BR/><BR/>I haven't done much graphics programming for a while (particularly with high end PC cards), so these points may not still hold true but they might be worth looking into if you become pixel shader bound.<BR/><BR/>You could try moving the texture reads. Do these as early as possible as the operation that uses the result will stall until the data has been fetched, and fetches are slow. (e.g. the use of reflectedColor is immediately after the texture read. If you put the read at the start it is more likely to be done by the time you use it later in the shader).<BR/><BR/>Also, conditionals in shaders used to be extremely slow. If this is still the case doing 4 of them may be painful!<BR/><BR/>Good luck at the IGF :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6483520008883064921.post-26935768187121722772008-10-16T17:51:00.000-07:002008-10-16T17:51:00.000-07:00Efficiency is a beautiful thing! (:Efficiency is a beautiful thing! (:E. Elwoodhttps://www.blogger.com/profile/15990129982842526277noreply@blogger.comtag:blogger.com,1999:blog-6483520008883064921.post-57743001955833040752008-10-16T16:18:00.000-07:002008-10-16T16:18:00.000-07:00I assume you are talking about merging all the pla...I assume you are talking about merging all the player items (kart, wheels, character, hat, and accessory) into one mesh at load time. Each of these items has it's own texture, masks, colors, and other properties. So they cannot be rendered in the same batch. There would be 5 batches. Also, the hats, accessories, karts, and characters all have different animations. So it wouldn't be possible for us to merge those animations together.<BR/><BR/>The 4 wheels are being merged together at load time however.<BR/><BR/>The static levels are merged together as best as possible when they are exported from the art tool.<BR/><BR/>The goal was to merge all the mesh data together that we could without sacrificing too much. We did go from 6 colors per item down to 4 however.Brian Croninhttps://www.blogger.com/profile/10505672356273635766noreply@blogger.comtag:blogger.com,1999:blog-6483520008883064921.post-53729561234719098272008-10-16T15:46:00.000-07:002008-10-16T15:46:00.000-07:00Why not merge all the mesh bits into a single mesh...Why not merge all the mesh bits into a single mesh at load time?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6483520008883064921.post-9913506824755404722008-10-16T08:33:00.000-07:002008-10-16T08:33:00.000-07:00Thanks wingman. We will probably will do some test...Thanks wingman. We will probably will do some testing next week. If you are interested in helping out, join our Steam group here: http://steamcommunity.com/groups/zerogear (You need Steam installed first). We post announcements there when we need more testers. We may also post on the blog if we need even more testers.Brian Croninhttps://www.blogger.com/profile/10505672356273635766noreply@blogger.comtag:blogger.com,1999:blog-6483520008883064921.post-31619290564815330092008-10-16T05:23:00.000-07:002008-10-16T05:23:00.000-07:00Keep up the great work. I've been following you g...Keep up the great work. I've been following you guys for quite some time now, and I can't wait to see the final project. Need any help for testing builds?Jeremy Gonyeahttps://www.blogger.com/profile/05873607878823183522noreply@blogger.com