Now in the TW's CA, points and optimizing are probably the most important things you can do as you build your course..
Are those a factor with CF..
Thanks..
Posted 25 May 2013 - 06:53 PM
Now in the TW's CA, points and optimizing are probably the most important things you can do as you build your course..
Are those a factor with CF..
Thanks..
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
Posted 26 May 2013 - 03:39 AM
The only thing I have to say is HOW OLD IS TW, HOW OLD IS LINKS and WHAT YEAR IS IT NOW?
My system built this year is more powerful then even the newest Xbox One coming out later this year. I even populated my version of Augusta National with 60,000 polygon trees and it didn't even stutter. Obviously I'm sure there is going to be some things you have to be careful of when designing but I doubt very much. The golf game I play is also 3-5 years old but yet I still get 80+ frames per second on even the best courses that are pretty detailed like this one. Most of our courses are built with 1 meter Lidar data so courses have a lot of detail but detail on the outer edges of the course have been decimated to keep the detail down in those area's that don't really get played from.
We shouldn't really have to worry about to much in this day and age.
Posted 26 May 2013 - 04:14 AM
Thanks Joe.
Not talking about plantings though.
If you run the points up to high in the CA, (over 65,000 for 1 texture) you get transparent textures in the game.. Don't matter how powerful your system is. OVER OPTIMIZE your course and you lose detail in the game. Over optimize and you create sharp angles on your course.. Under optimize and your points can get to high IE: Transparent textures..
It's a balancing act.. I have seen no other course architect accept for the TW's CA.
Oh yeah, last time I checked it was 2013
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
Posted 26 May 2013 - 01:59 PM
The only thing I have to say is HOW OLD IS TW, HOW OLD IS LINKS and WHAT YEAR IS IT NOW?
My system built this year is more powerful then even the newest Xbox One coming out later this year. I even populated my version of Augusta National with 60,000 polygon trees and it didn't even stutter. Obviously I'm sure there is going to be some things you have to be careful of when designing but I doubt very much. The golf game I play is also 3-5 years old but yet I still get 80+ frames per second on even the best courses that are pretty detailed like this one. Most of our courses are built with 1 meter Lidar data so courses have a lot of detail but detail on the outer edges of the course have been decimated to keep the detail down in those area's that don't really get played from.
We shouldn't really have to worry about to much in this day and age.
Nice to see you again Joe. I wish I could have put those dems you had to use, but just too big for APCD. Hopefully you still have this data, because it would be great to see if it can be used in Unity/Course Forge.
Tim
Posted 26 May 2013 - 04:17 PM
If you run the points up to high in the CA, (over 65,000 for 1 texture) you get transparent textures in the game.. Don't matter how powerful your system is. OVER OPTIMIZE your course and you lose detail in the game. Over optimize and you create sharp angles on your course.. Under optimize and your points can get to high IE: Transparent textures..
It's a balancing act.. I have seen no other course architect accept for the TW's CA.
So by optimization, you're referring to a process of simplifying/reducing the number of verts/points in the mesh? Was that a manual process or was there a tool to help automate it? APCD has a simplify tool that would automatically reduce vert count in a selected area by a specified percentage - although the post-simplification mesh was usually a bit messy so you had to be careful where & how you used it.
I don't know of any hard vert count limit in APCD, certainly no soft limit that would start affecting rendering of the terrain surface (like transparent textures). It was more of an issue of CPU/GPU horsepower to move/manipulate the mesh in APCD with that many verts (e.g. 100,000+).
Posted 26 May 2013 - 04:45 PM
Yes and Yes John.. You have to do it manually..
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
Posted 26 May 2013 - 10:38 PM
Yes optimization in the TW2008 CA just simplifies the mesh.
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