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Vue F.A.Q (Last Updated: 2024 Dec 13 6:58 am)



Subject: Scenes with Infinite Terrains are sluggish to edit\update


craftycurate ( ) posted Mon, 27 April 2009 at 6:50 PM ยท edited Mon, 09 December 2024 at 9:51 AM

Is anyone else finding this? I have a reasonably fast laptop (Core 2 Duo 2Ghz, 2 GB mem, with 256MB NVidia 7900GS video board) with XP Pro SP3, but maybe that's struggling?

Is there any way to speed up the display of infinite terrains, or does Vue need a lot of grunt to do its polygonOpenGL calculations for these?


sangelico ( ) posted Mon, 27 April 2009 at 7:33 PM

On 64 bit Vista with 8 gb ram I find infinite terrains slow things down generally, especially render times. Too bad because I really like the way they look. You're video card may be slowing down the display times. Hopefully someone with a similar setup can give you better feedback as I realize I'm not being that helpful.


alexcoppo ( ) posted Tue, 28 April 2009 at 10:22 AM

If you consider all the work Vue has to do to handle dynamically procedural terrains it is quite fast...

Bye!!!

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silverblade33 ( ) posted Tue, 28 April 2009 at 11:15 AM

Yeah even on my 8 gig quad core they are slow, but as Alex says, no wonder, the software is building the scene in extreme detail :)

always ALWAYS turn off "auto update" window when building complicated scenes, because the constant re-fresh and redraw takes up so much CPU time it's a massive drag, as one tip that heps a bit.
Just refresh update mini render window as need.

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craftycurate ( ) posted Tue, 28 April 2009 at 2:50 PM

OK thanks. I thought the point of infinite terrains was that Vue only builds detail as needed i.e. near the camera?


bruno021 ( ) posted Wed, 29 April 2009 at 6:22 AM

Yes and no, the terrain is refreshed no matter what the distance from camera, but indeed, less detail will be computed far from the camera, but still, Vue needs to redraw the enire terrain anyway, and has to compute this distance from camera parameter to adjust the lod.



craftycurate ( ) posted Wed, 29 April 2009 at 6:41 AM

Ok thanks ... I've decided to pinch the height function from the infinite terrain, rescale it, and apply i to a smaller procedural terrain, and pinch the material too. Much faster, if your scene doesn't require an infinite terrain.


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