Performance: PLSM2 vs TerrainSceneManager

syedhs

17-05-2006 07:55:28

I am wondering whether there is a performance gain when one switch from TerrainSceneManager (TSM) to PLSM2? I am currently using TSM and the map size is 512x512. And there will be time in forseable future (not very far, certainly this year!) that the map size will be increased to 1024 or maybe 2048.

Specifically, let say I have a map 0f 512x512.. is there any performance gain by using PLSM2 and have the map broken into say 256x256 (therefore, have 4 smaller maps)??

And how about 1024, 2048.. I am just asking for very rough estimation.. something like this: "yes definitely is going faster.. you will have less terrain polygon to deal with blah blah".

And please dont flame me, :lol: I have never used PLSM2 before - but I know, I will be using it and it is just a matter of when + reasons of using it (if you read me correctly, yes I am in the process of creating reasons :oops: )

tuan kuranes

17-05-2006 10:21:19

At 512 not that much, but at 2048 many.

syedhs

17-05-2006 10:25:52

Thanks tuan.

How about the built-in 4 splatting texture? Is it helping in the performance?

Okay right now, I am using 4 'layers' which are:-
1) Base texture (Sand)
2) Grass (Alpha Splatting)
3) Rock (Alpha Splatting)
4) Lightmap.

How about that? :wink:

Edit:
Sorry I cant resist myself but hearing you say

At 512 not that much, but at 2048 many.

At 512.. not that much is around 10%? 20%? 50% :shock: I become greedy myself :lol:

tuan kuranes

17-05-2006 10:40:50

How about the built-in 4 splatting texture? Is it helping in the performance?
On the contrary... rule is more like :" more complex is the material more costly it is."
A 8 Texture material would use up to 2 pass at best, so terrain is rendered twice...
At 512.. not that much is around 10%? 20%? 50%

Negligible, if any, as it would come from the compression algo which save GPU bandwidth, and that can only be spotted on intensive GPU bandwidth application (not just displaying terrains, but lot ofs entitites, shadow, animations, etc.)

syedhs

17-05-2006 11:27:22

....as it would come from the compression algo which save GPU bandwidth, and that can only be spotted on intensive GPU bandwidth application (not just displaying terrains, but lot ofs entitites, shadow, animations, etc.)

Does that mean PLSM2 bandwidth compression is superior to TSM (if there is any)? So that means if I have 1000 trees rendered in StaticGeometry plus other items.. the FPS is less reduced in PLSM2? Sorry for rather childish question, I just want to confirm it :P

tuan kuranes

17-05-2006 12:01:34

yes, that's the idea.

syedhs

17-05-2006 12:22:40

Okay thanks. PLSM2 is definitely a brilliant plugin.