Fastest Engine on the list?
Posted 21 March 2011 - 03:13 PM
I'm fully aware that the performance of any rendering application is highly dependent on the scene complexity, number of objects, number of lights, and non-rendering tasks. I also realize that simply downloading an engine and running a demo scene which is packaged with it doesnt necessarily represent the performance of the engine overall.
And that's exactly what I'm looking to get a handle on; overall engine performance. I'd like to try to get a general consensus on which engines are considered to have exceptional performance to help me put my own thoughts about engine performance into context.
Posted 21 March 2011 - 05:44 PM
Needless to say, a huge undertaking.
(Not to mention willingness to be the the object of a copious f**k-ton of flaming by engine-specific zealots...)
Posted 21 March 2011 - 05:49 PM
Posted 21 March 2011 - 06:50 PM
I wanted to know if theres an engine around thats generally accepted as having the best performance overall.
Posted 21 March 2011 - 07:06 PM
Also, I would imagine that most of the performance issues in forums are PEBKAC-type problems...
PS: Furthermore, trying to find a needle in this haystack is a case of "premature optimization". Do you even know that your game will have performance issues in engine X?
Posted 21 March 2011 - 07:45 PM
Most of these are amateur developers that don't know anything about optimizing. They have thousands of individual objects when they could have combined many of them into one. They aren't using level of detail, etc. and they could be doing all kinds of unnecessary tests every game loop in their scripts. The truth is, most of them aren't even writing games. They throw a lot of stuff into one scene until it basically drops down to 10 frames per second.
The first thing to consider is that, if you are a lone developer or a small team, you are probably considering a game that goes way past what you will be able to implement. It's very hard to populate a large world with anything meaningful. Those are games that game companies write.
Posted 22 March 2011 - 11:30 AM
I spent some time optimizing an engine back on dx7 days to push tons of polygons (although the count is pitiful to these days, but nevertheless). All of my test scenes consisted of few, but very complicated objects.
Then I gave the engine to the artists, and the first thing they do is use a lot of very simple objects.
As you may have guessed, the performance sucked.
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