Here is yet another naive question (or three) from my vast arsenal.
Does rendering code run within the island? Maybe on behalf of each avatar replica? Even though it will never actually be viewed directly? So that if I am running an island, router, and harness/avatar camera all on one PC that rendering code has to run twice, once for the island and once for the avatar? And if someone else joins my island then twice for the island and once for my avatar for a total of three times on my PC? The real problem that I am trying to get at with these questions may not be related at all. I have noticed that scenes with many rendered objects are dramatically slower in Hedgehog than in Jasmine. While trying to update my DualMaze project, I noticed that it was very slow, so I reduced the number of rendered surfaces by a factor of 3 by changing the maze walls from TCubes to a dual-faced TRectangle subclass. This gave adequate performance, but still a bit slower than Jasmine was with the TCubes. I have also noticed that the fps of more complex figures done with MockTurtle goes down dramatically. Any idea what is really going on here? |
David Faught wrote:
> Here is yet another naive question (or three) from my vast arsenal. > Does rendering code run within the island? Maybe on behalf of each > avatar replica? Even though it will never actually be viewed > directly? Rendering actually runs outside of an Island. It is not a replicated process, hence you only render what shows up on the screen - basically as little as possible. > > So that if I am running an island, router, and harness/avatar camera > all on one PC that rendering code has to run twice, once for the > island and once for the avatar? And if someone else joins my island > then twice for the island and once for my avatar for a total of three > times on my PC? No. Only one rendered view. There is some code in there that renders the scene for each avatar once a second or so, but this has very little overhead and will be going away soon. It will be replaced by a more general mechanism. > The real problem that I am trying to get at with these questions may > not be related at all. I have noticed that scenes with many rendered > objects are dramatically slower in Hedgehog than in Jasmine. While > trying to update my DualMaze project, I noticed that it was very slow, > so I reduced the number of rendered surfaces by a factor of 3 by > changing the maze walls from TCubes to a dual-faced TRectangle > subclass. This gave adequate performance, but still a bit slower than > Jasmine was with the TCubes. I have also noticed that the fps of more > complex figures done with MockTurtle goes down dramatically. The rendering speed should be about the same, if not a bit faster in Hedgehog. There is a lot more going on in Hedgehog now, though. There is additional overhead in the replication. Also Jasmine would update certain things like particle systems at render time, - hence you would only compute updates to an object when it was visible. With Hedgehog, you can't do this anymore, so particle systems are always computing - not rendering, though computation is not free. We have worked out a number of patterns for managing this kind of situation, and it should show up in a later release. > > Any idea what is really going on here? > > > |
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