Horde3D

Next-Generation Graphics Engine
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 Post subject: Environmental Simulation
PostPosted: 28.05.2012, 17:01 
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Joined: 26.09.2011, 23:56
Posts: 14
Location: Augsburg
After asking a few questions in the Support-Section, I'd like to show you now a video of my current project :)
The goal is to simulate a natural environment including grass, trees, water and wind.
You can see the video here: http://youtu.be/j5A5qD-6nmA


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PostPosted: 28.05.2012, 20:07 
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Joined: 15.09.2010, 18:31
Posts: 53
I love it!
Could you tell me how many triangles is it in average with all this foliage and what's the performance on your hardware?


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PostPosted: 28.05.2012, 22:52 
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Joined: 26.09.2011, 23:56
Posts: 14
Location: Augsburg
Thanks :)
The simulation has a sector-control, which disables non-visible sectors and regulates also different LODs. In average there are about 3m triangles visible. At the minimum 2m and in high peaks up to 4m triangles. This value isn't always the same, as the simulation looks different every time you start it because the positions of all trees, stones and grass are randomly generated. The sum of all items in the scene together without sector-control, LOD and instancing is calculational 55m triangles.
On our machine (i7 2600K, Geforce GTX560) at the university, where I captured the videoclips, it gets about 40 frames without capturing 8)


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