ambient occlusion on that molecule looks nice. Is it really realtime?!
Wow, I’m impressed that you got the BGE to handle 700k+ faces and 2.2k objects with only having the rasterizer go up (I would expect a higher scenegraph). Also, I’m interested in what other things you have going on, like 2D filters. I think I see an AO shader similar to one Martinsh recently made, but do you also have a spot light in there?
Mitchell, In fact, with 1.4mil faces and 4k atoms, i am still getting 60fps. The screenshot above has a lower fps because each atom have their own Fcurve animation.
I turned off Bullet, which helped maintaining the high fps. I have a feeling the i7 is helping a lot here, since traditionally, high object count had been pretty CPU intensive for Blender.
i7 3Ghz, Geforce 260, GLSL mode with modified SSAO shader from Martins.
i am still getting 60fps. The screenshot above has a lower fps because each atom have their own Fcurve animation.
fcurves look preeetty!
Wow… Awesome… nice look bro !
ambient occlusion on that molecule looks nice. Is it really realtime?!
Wow, I’m impressed that you got the BGE to handle 700k+ faces and 2.2k objects with only having the rasterizer go up (I would expect a higher scenegraph). Also, I’m interested in what other things you have going on, like 2D filters. I think I see an AO shader similar to one Martinsh recently made, but do you also have a spot light in there?
Mitchell, In fact, with 1.4mil faces and 4k atoms, i am still getting 60fps. The screenshot above has a lower fps because each atom have their own Fcurve animation.
I turned off Bullet, which helped maintaining the high fps. I have a feeling the i7 is helping a lot here, since traditionally, high object count had been pretty CPU intensive for Blender.
i7 3Ghz, Geforce 260, GLSL mode with modified SSAO shader from Martins.
i am still getting 60fps. The screenshot above has a lower fps because each atom have their own Fcurve animation.