Super stencil shadow test
Miscellaneous Forums/Blitz Showcase/Super stencil shadow test
This will not look pretty, and it will not look accurate. My purpose here is just to test how many static shadow volumes current hardware can handle:
http://www.leadwerks.com/post/supertest.zipFly up and look down on the scene, so that approximately 800 shadow volumes are in view.
Please post your graphics card, CPU, and average FPS.
16FPS with 800 in-view
Specs:
AMD64 3200+ (2.21ghz)
256mb GF6800 GT
Must say it looked cool being able to just see the shadow volumes inside the buildings, although they do flicker for some reason.
12 FPS - 800 shadows
3.06 ghz Pentium 4
1 GB Ram
Radeon 9550 128mb
14 fps with 800 in view.
2.4 Athalon XP
Geforce 6800 OC
I get between 10-14 fps just walking around normally. You could improve this greatly if you could cull the objects in the buildings when you are outside of them so they are not casting shadows.
40/41 fps, 804 volumes, 14682 tris, 21+ mb memory usage.
AMD FX55 / GeForce7800GTX
Just a question: Aren't stencil shadows kind of outdated due to their performance hit? I know that there is no shadow map technique which is generally the best and all have their ups and downs but if i had to implement shadows i think i would go for shadow maps...
Can't look at it as i'm on my mac...
Greetings,
taumel
Shaodw maps? What are they? Plus, if we're talking blitz3d, which i know halo isn't, i don't think directx 7 supports much else.
Shadow maps are a joke.
Thank you for testing this. I don't think the hardware is ready for what I want it to do.
Well, it depends on what you're after.
Do you know this variant?
http://www.punkuser.net/vsm/
40 fps with 816 shadows.
16FPS = 801 shadows.
Athlon XP3000+ @ 2.16GHz, 1.5GB RAM, Radeon 9600 128mb.
Oh, and it crashes on exit.
There is no way that shadow maps are a joke. They are industry standard in movies for a reason. If you think they look crap, I'm tempted to say that you've only seen basic shadow mapping with bilinear filtering/percentage-closer filtering. When you start doing techniques like variance shadow mapping, cascade shadow maps, canopy shadow maps, subdivided shadow maps, the results are incredible and FAST. Also, stencil shadows don't handle transparency, making them pretty useless for outside scenes where you want your trees to be casting shadows.
In regard to the demo, FPS was around 12 all the time, basically same specs as Gfk. Crashed on exit, and I had no textures at all, is that right? Oh, and lots of flickering.
average 10fps, 5-12 mostly
about ~2-3 fps, and very ugly shaodws...but it's not bad for now, i am currently wokring on a system with daredevil...and it is as good as yours YET, see into my signature!
20 worst
40-50 av
75 best
A64 3500+ @2.45 GHZ
x850xt-pe
~8FPS with exactly 800 in-view
Intel Pentium VI 3.0 GHz
ATI Radeon 6550SE 128MB