Thread: 300+ fps on a custom 317 engine

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  1. #131  
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    what an amazing client, great job.
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  3. #132  
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    Improved the way water and terrain is loaded. It's now separated from the game logic and rendering thread to ensure maximum performance. I've also updated the way underwater terrain is calculated and added a depth calculation to give a better immersion of underwater areas. I've also added coastlines.

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  5. #133  
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    Quote Originally Posted by emps View Post
    Improved the way water and terrain is loaded. It's now separated from the game logic and rendering thread to ensure maximum performance. I've also updated the way underwater terrain is calculated and added a depth calculation to give a better immersion of underwater areas. I've also added coastlines.

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  6. #134  
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    Looks nice textures are definitely impressive good job keep it up man.
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  7. #135  
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    Been a while since I've posted. Done numerous tweaks and pushed the engine to its limits. The result is HD graphics with a rendering distance of 80, OSRS has 16 for comparison:
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    Runs steady 60-80 fps. This mode also increases the rendering distances for players and npcs (not in wildy) and also increases the default map size of 104x104 to a dynamic size that is appropriate for the viewing distance.
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  8. #136  
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    damn son.
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  9. #137  
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    super cool stuff, kinda reminds me of rs3 a bit
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  10. #138  
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    Quote Originally Posted by emps View Post
    Been a while since I've posted. Done numerous tweaks and pushed the engine to its limits. The result is HD graphics with a rendering distance of 80, OSRS has 16 for comparison:
    Attached image

    Runs steady 60-80 fps. This mode also increases the rendering distances for players and npcs (not in wildy) and also increases the default map size of 104x104 to a dynamic size that is appropriate for the viewing distance.
    Nice nice. Have you done anything to the occlusion/culling system in the renderer? Just curious.
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    Quitting is the only true failure.
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  11. #139  
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    Quote Originally Posted by Advocatus View Post
    Nice nice. Have you done anything to the occlusion/culling system in the renderer? Just curious.
    Yeah - the entire rendering was rewritten. I'm only doing screen space culling to determine which models aren't seen.
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  12. #140  
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    You're the reason I quit developing RSPS for the longest time.. that and I am absolutely shit when it comes to the server side of RSPS. You really make me jelly.
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