Little time for jcrpg nowadays. Yet working on it. I've added some new bumps to the ground (looks less bare, yet you can turn it off for less stress on GPU), grass to the mountain slopes, little changes here and there. After that I've started working on water concept of jcrpg. Thinking first about it, and some very little programming too.
Thursday, 13 September 2007
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Managed to batch together differently bumped tiles with same texture. This means a bit more of optimization for the bumped tiles.
Revisited non-lod tree non-detailed. A bit more performance for the low-end. Will get into waters now ...seriously! ;-D
### Performance configuration ###
### RENDER ###
RENDER_DISTANCE=60
VIEW_DISTANCE=30
### TEXTURE ###
MIPMAP_GLOBAL=false
TEXTURE_QUALITY=0
MIPMAP_TREES=false
BUMPED_GROUND=true
RENDER_GRASS_DISTANCE=0
ANIMATED_GRASS=true
DOUBLE_GRASS=false
ANIMATED_TREES=true
DETAILED_TREES=false
BLOOM_EFFECT=true
SHADOWS=false
RENDER_SHADOW_DISTANCE=10
ANTIALIAS_SAMPLES=0
This config eats around 200MB memory and it gives an FPS of around 30 in 1024x768 on my gf 6200Go, with bloom effect on.
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