xracer Posted June 12, 2013 Posted June 12, 2013 Hi, I was wondering if any of you who knows how the EDM's containing collision detection works basically. I would especially like to know if these can be made effiecient or inefficeient or if there is just kind of standard way to do it. Is this part done the same way now and as efficient as in earlier versions of the sim. I understand there are more possibilites now, but are they as efficient (fast)? Will a large filesize EDM with collision detection be slower in the system? Are they loaded into memory ahead of time etc. System spec: Intel Core i7 920@4.2Ghz (stable, 65degC fully loaded), EVGA GTX-780, Asus P6T Deluxe V2 v.5.04 BIOS, Saitek X52, 1TB/500GB WD HD for system/storage. Kingston SSD 120 GB for DCS, 250GB Samsung 840 SSD for the rest. 16GB Kingston KHX1600C9D3 Memory, 9 GB Pagefile, EK HFX-240 Watercooling, Corsair HX-1000 PSU. HAF-932 Tower, TrackIR-5, Win64Ult [sIGPIC][/sIGPIC]
aussieboy Posted June 12, 2013 Posted June 12, 2013 I've heard people say that the collision bubble is a cut down version of the model but that's not the case, there's no drawing data in the file just a bunch of dummy objects. Personally, I believe they are a waste and cause more problems than anything else. Open the Ka-50 collision file in model viewer and enable the connectors dialog and see the dummy points I mention. As for them slowing down the system: No they won't, as part of the model they have a GUID# associated and get their own memory space allocated. Only way to speed their load times up would be to compress the file more as compressed data travels faster across the board
xracer Posted June 13, 2013 Author Posted June 13, 2013 (edited) I've heard people say that the collision bubble is a cut down version of the model but that's not the case, there's no drawing data in the file just a bunch of dummy objects. Personally, I believe they are a waste and cause more problems than anything else. Open the Ka-50 collision file in model viewer and enable the connectors dialog and see the dummy points I mention. As for them slowing down the system: No they won't, as part of the model they have a GUID# associated and get their own memory space allocated. Only way to speed their load times up would be to compress the file more as compressed data travels faster across the board So they are loaded into mem just as let say another object hits it? What about polygoncount in different models. Can an explosion effect be made too resource demaning for current off the shelf computersystems? More importantly is it up to the modeller how efficient this effect will be in realtime in the sim? Is reasons like this a factor for big variations in fps in the sim when you scan 360 degrees around the scenery? Are there any rules from ED about whats acceptable for details in an object? Edited June 13, 2013 by xracer System spec: Intel Core i7 920@4.2Ghz (stable, 65degC fully loaded), EVGA GTX-780, Asus P6T Deluxe V2 v.5.04 BIOS, Saitek X52, 1TB/500GB WD HD for system/storage. Kingston SSD 120 GB for DCS, 250GB Samsung 840 SSD for the rest. 16GB Kingston KHX1600C9D3 Memory, 9 GB Pagefile, EK HFX-240 Watercooling, Corsair HX-1000 PSU. HAF-932 Tower, TrackIR-5, Win64Ult [sIGPIC][/sIGPIC]
aussieboy Posted June 13, 2013 Posted June 13, 2013 At that stage I believe it's already loaded in memory, this happens when the model first loads regardless if it's hit or not. As for resource demanding, absolutely, an explosive effect can be over kill but not in this instance as the damage is handled in the main model. The damage side of things shouldn't effect FPS unless you've been hit and are on fire or something. The model designer has 100% control over how resource hungry the model is. There is a limit for polygons but I can't remember it off the top of my head.
xracer Posted June 13, 2013 Author Posted June 13, 2013 At that stage I believe it's already loaded in memory, this happens when the model first loads regardless if it's hit or not. As for resource demanding, absolutely, an explosive effect can be over kill but not in this instance as the damage is handled in the main model. The damage side of things shouldn't effect FPS unless you've been hit and are on fire or something. The model designer has 100% control over how resource hungry the model is. There is a limit for polygons but I can't remember it off the top of my head. Thanks alot. aussieboy for the info! Am starting to understand now why we have problems in gameplay with less than powerhouses of computers. Anyway i think its good to great with these fantastic models the modellers make, but i also think we need to keep the game acceptable smooth to get a nice game expericence at the current state of hardware. Anyway i also understand that the modellers want to show their best artwork and also for the simdevelopers that certain new features are nice also regarding tools, formats etc, which make it easier for them further ahead. I'm also interrested in if the EDGE engine is gonna do any good for the handling of the objects in the sim or if its mostly the terrain which gets more efficient. I mean if there in the future is gonna be large differences on modelcomplexity randomly placed around the map, are we still gonna struggle with fps variations? You think the hardware is gonna be lagging behind all the time? System spec: Intel Core i7 920@4.2Ghz (stable, 65degC fully loaded), EVGA GTX-780, Asus P6T Deluxe V2 v.5.04 BIOS, Saitek X52, 1TB/500GB WD HD for system/storage. Kingston SSD 120 GB for DCS, 250GB Samsung 840 SSD for the rest. 16GB Kingston KHX1600C9D3 Memory, 9 GB Pagefile, EK HFX-240 Watercooling, Corsair HX-1000 PSU. HAF-932 Tower, TrackIR-5, Win64Ult [sIGPIC][/sIGPIC]
aussieboy Posted June 13, 2013 Posted June 13, 2013 Funny thing is as systems get more powerful developers will push the envelope even further and we'll be stuck in the same boat. I've been into sims since FS5 days and I've never had a system that runs them smoothly, although every system I've had is well above the minimum systems requirements stated on the box.
xracer Posted June 13, 2013 Author Posted June 13, 2013 Funny thing is as systems get more powerful developers will push the envelope even further and we'll be stuck in the same boat. I've been into sims since FS5 days and I've never had a system that runs them smoothly, although every system I've had is well above the minimum systems requirements stated on the box. Exactly, i've also played around with sims for like since Geoff Crammonds GP2 came out. I've always loved racingsims if their as realistic as possible. And i still have most flight sims ever produced, but what i see is that everything feels just like a game if the smoothness isn't there. It's everytime i get a major stutter, its like a rock in my head kicking me out of the "bubble". I am sure i've wasted countless hours on this tweaking, and many of them aren't justified, but i realize now that i just have to upgrade for this sim to be even remotly smooth as long as the flight goes on. I remember the Falcon days, wasnt long before i could use the time to enjoy it. It had bugs but unsmoothness is the biggest bug there is for me. Keep it smooth then improve, then check again smoothness. But guess developers think differently. They need money understandable which means new content. But on the longer run unsmoothness will be their doom...Why is Falcon still after decades still played of alot of ppl? It's cause they have a fast good muliplayer, no choppy fps, great avionics, pretty good flightmodel. All which will keep ppl together and build a community which do what their supposed to do, not tweaking the crap out of the system. I tweak alot, but am soon through with this sim. Here its money which counts. New system! System spec: Intel Core i7 920@4.2Ghz (stable, 65degC fully loaded), EVGA GTX-780, Asus P6T Deluxe V2 v.5.04 BIOS, Saitek X52, 1TB/500GB WD HD for system/storage. Kingston SSD 120 GB for DCS, 250GB Samsung 840 SSD for the rest. 16GB Kingston KHX1600C9D3 Memory, 9 GB Pagefile, EK HFX-240 Watercooling, Corsair HX-1000 PSU. HAF-932 Tower, TrackIR-5, Win64Ult [sIGPIC][/sIGPIC]
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