Bucyruss
01-07-2009 16:42:54
I've been working on a simulation program that needs to handle a large number of "people" (simple models) moving around within a scene. I haven't been able to hit upon any means of actually handling such large numbers of identical models in order to reduce the number of batches and improve the FPS. The number of entities I need to handle (even if they all use the same mesh/model) range from 10,000 to 1,000,000+.
I realize I am not going to be getting spectacular FPS by any means with that large a number of individual moving "people", but, currently, with a 40,000 person model I am getting dragged down to 20-30 FPS from 800 to 1000 FPS with just the scene and no people. Currently, each person is it's on individual entity attached to a scene node which means there are a vast number of batches (equal to the number of people) that are having to be handled. Any suggestions on an alternative means to handle such a scenario that will reduce the number of batches and/or improve the FPS?
I realize I am not going to be getting spectacular FPS by any means with that large a number of individual moving "people", but, currently, with a 40,000 person model I am getting dragged down to 20-30 FPS from 800 to 1000 FPS with just the scene and no people. Currently, each person is it's on individual entity attached to a scene node which means there are a vast number of batches (equal to the number of people) that are having to be handled. Any suggestions on an alternative means to handle such a scenario that will reduce the number of batches and/or improve the FPS?