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100k+ Particle Rendering Performance Issue
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Esenthel Offline
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Post: #16
RE: 100k+ Particle Rendering Performance Issue
I'll improve this for next SDK
09-16-2011 01:50 PM
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Esenthel Offline
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Post: #17
RE: 100k+ Particle Rendering Performance Issue
For best performance of many particles please use new class 'RawParticles' in the next SDK (btw. your video with water is awesome!)
also you can disable D.softParticles
09-16-2011 05:24 PM
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llynx Offline
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Post: #18
RE: 100k+ Particle Rendering Performance Issue
(09-16-2011 05:24 PM)Esenthel Wrote:  For best performance of many particles please use new class 'RawParticles' in the next SDK (btw. your video with water is awesome!)
also you can disable D.softParticles

Thanks! (The best part about our implementation is that its extremely scalable)

I'll try it out RawParticles.
09-16-2011 05:54 PM
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Esenthel Offline
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Post: #19
RE: 100k+ Particle Rendering Performance Issue
I'm uploading the SDK, will be available in few minutes.
09-16-2011 05:56 PM
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llynx Offline
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Post: #20
RE: 100k+ Particle Rendering Performance Issue
Ah wow this is really really amazing!!! Getting 50fps @ 1 million particles @ 1080p which is great for increasing our particle sim densities. Thank you so much!
09-17-2011 03:49 PM
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Esenthel Offline
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Post: #21
RE: 100k+ Particle Rendering Performance Issue
looking forward to seeing final version of your water simulation program smile
09-17-2011 04:04 PM
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Harry Offline
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Post: #22
RE: 100k+ Particle Rendering Performance Issue
@llynx Where can I find that video?
09-17-2011 04:11 PM
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llynx Offline
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Post: #23
RE: 100k+ Particle Rendering Performance Issue
Its not public atm.
__________________________________

How do you draw particles over a refraction shaded mesh? RawParticles.draw() after getting the backbuffer/setting the shader makes it so that particles are not drawn wherever the mesh is, while drawing before causes the backbuffer to include the particles in the shader texture.
(This post was last modified: 09-17-2011 04:42 PM by llynx.)
09-17-2011 04:34 PM
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Harry Offline
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Post: #24
RE: 100k+ Particle Rendering Performance Issue
Ah ok smile
09-17-2011 04:43 PM
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Esenthel Offline
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Post: #25
RE: 100k+ Particle Rendering Performance Issue
what order of drawing are you interested?
1. mesh
2. getbackbuffer
3. particles
?
09-17-2011 04:56 PM
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llynx Offline
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Post: #26
RE: 100k+ Particle Rendering Performance Issue
Yes, just that.

I draw the mesh, get the back buffer, set the shader, then draw the particles but the particles are not drawn over the mesh. (But they are drawn properly on screenspace that is not the shaded mesh)
(This post was last modified: 09-17-2011 05:30 PM by llynx.)
09-17-2011 05:28 PM
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Esenthel Offline
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Post: #27
RE: 100k+ Particle Rendering Performance Issue
probably the mesh outputs the depth, so particles are clipped.
how are you drawing the mesh?
test_blend_light material techniques modify depth, others shouldn't
09-17-2011 10:43 PM
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llynx Offline
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Post: #28
RE: 100k+ Particle Rendering Performance Issue
My setup is similar to the refraction shader tutorial. If you draw alpha particles in the refraction shader tutorial you get the same issue when the particles are in front of the refracted material.
(This post was last modified: 09-18-2011 01:11 AM by llynx.)
09-18-2011 01:11 AM
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llynx Offline
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Post: #29
RE: 100k+ Particle Rendering Performance Issue
I found how to make this work. (For future reference if anyone needs to draw alpha particles over refracted meshes)

PHP Code:
RM_BLEND:{
   
Get Backbuffer/SetShader;
   
mesh->drawBlend(MatrixIdentity); //Not regular draw()
   
particlers.draw(); //Alpha particles
}break; 
(This post was last modified: 09-18-2011 07:15 PM by llynx.)
09-18-2011 07:15 PM
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b1s Offline
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Post: #30
RE: 100k+ Particle Rendering Performance Issue
How are these RawParticles supposed to be used exactly? Can someone throw a quick sample?
10-20-2011 03:23 PM
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