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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Jun 12, 2018 8:36 am Post subject: |
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Thanks for clearing that up. Ideally, what would be some best practices for performance while creating a map? |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Tue Jun 12, 2018 8:51 am Post subject: |
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well... I guess having done my own throughput tests (including 1cycle, 2cycle, envmapping/realtime lighting, z-less) and combining that with the aesthetic values GE holds, you are probably already doing best practices for performance.
Everyone knows less tris = better performance, but tris are required for lighting (shadows etc) and so I would always lean toward better detail even though it sacrifices fps.
If you can get rid of z you would greatly increase performance, but BSP only works for objects/guards/guns (PD moved to levels... oh well, has anyone tried BSP in GE levels?)
If you made a simple level, say Tetris style, then using 1cycle would give best performance since no texture work needs done - and triangles will fill most of screen.
Again, you could use 1cycle for 8bit style textureing (since tri-linear mapping doesn't work even though mip-mapping still does)
But a single 1cycle triangle inside a 2cycle z-buffered level will make 0 difference in performance.
Performance suggestions are difficult because at the end of the day it depends on the look you want.
Trev _________________
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