Jump to content
  • entries
    940
  • comments
    5,894
  • views
    863,986

Beta update available


Josh

5,671 views

 Share

An update is available on the beta branch on Steam. This only updates the compiled executables for Lua, only on Windows.

Optimization

I've rewritten the way lights and objects affect each other. In the old mobile renderer it was necessary to store a list of lights that affect each entity, because it was using a forward renderer and had to send the information for the nearest four lights to the object's shader to calculate lighting. This was a complicated task and is not needed with a deferred renderer.

 

The C++ PlayAnimation routine had a bug that would cause the animation to keep updating invisibly, causing shadows to continue rendering when they did not need to be. This is fixed.

 

I also fixed some inefficiency that would affect point and spot lights, even if their shadows were not being updated.

 

Finally, I set it so that in medium and low quality lighting modes, only one shadow will be updated per frame, unless the player is close to the shadow volume. This allows you to have many lights updating but only one gets their shadowmap redrawn each frame. This can cause some small visual glitches but the high quality setting (World:SetLightQuality(2)) can be used to always render everything.

 

Performance Benchmarks (4.3 beta vs 4.1/4.2)

  • One more Day: 15% faster
  • A Demon's Game: 17% faster
  • The Garden: 20% faster
  • Vectronic: 23% faster
  • AI and Events map: 200% faster

 

This build should be considered unstable. It will crash on some games.

  • Upvote 12
 Share

30 Comments


Recommended Comments



Sometimes in Vsync, my framerate caps to 30 randomly. It's not a Leadwerks thing, as I experienced it in older Source Engine games too. Been like that since I got my 750.

 

I'll try this artificial syncing too...

 

But overall, 4.3 is turning out to be one of my favorite updates so far. Ogg support and perf improvements is what I've been waiting for the longest. smile.png

Link to comment

I spent hours trying to find a bug which crashed my game after it was done loading a level. Turns out it was this last beta update. On the bright side I did find a couple of bugs.

Link to comment

I'm experimenting a bit with the timing. It's difficult because there's not really a good solution that meets everyone's needs.

  • Upvote 1
Link to comment

Tumira, I experienced frame jerks on similar hardware setup. In my case, I noticed that with VSync ON, one of the 8 processor cores still uses near 100% (while others at 0%).

I solved the problem by setting DISABLE "Multithread Optimization" in Nvidia control panel. Now, when VSync is enabled, at 60 fps every core is utilized near 0% (well, maybe bit more), and single-threaded OpenGL apps like Leadwerks runs far smoother, without any jerking.

I hope this helps maybe in your case too.

Link to comment

@Lupin. Thank you for your suggestions and tips. I did try to change the Thread-optimisation in Nvidia control panel from auto to off and even on, it still the same jerkiness and stuttering and hitching. The frame limiting in 4.3 beta solves the problem for me.

Link to comment

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...