Super stencil shadow test

Community Forums/Showcase/Super stencil shadow test

JoshK(Posted 2006) [#1]
This will not look pretty, and it will not look accurate. My purpose here is just to test how many static shadow volumes current hardware can handle:
http://www.leadwerks.com/post/supertest.zip

Fly up and look down on the scene, so that approximately 800 shadow volumes are in view.

Please post your graphics card, CPU, and average FPS.


Genexi2(Posted 2006) [#2]
16FPS with 800 in-view

Specs:
AMD64 3200+ (2.21ghz)
256mb GF6800 GT


Must say it looked cool being able to just see the shadow volumes inside the buildings, although they do flicker for some reason.


gellyware(Posted 2006) [#3]
12 FPS - 800 shadows
3.06 ghz Pentium 4
1 GB Ram
Radeon 9550 128mb


sswift(Posted 2006) [#4]
14 fps with 800 in view.
2.4 Athalon XP
Geforce 6800 OC

I get between 10-14 fps just walking around normally. You could improve this greatly if you could cull the objects in the buildings when you are outside of them so they are not casting shadows.


Mustang(Posted 2006) [#5]
40/41 fps, 804 volumes, 14682 tris, 21+ mb memory usage.

AMD FX55 / GeForce7800GTX


taumel(Posted 2006) [#6]
Just a question: Aren't stencil shadows kind of outdated due to their performance hit? I know that there is no shadow map technique which is generally the best and all have their ups and downs but if i had to implement shadows i think i would go for shadow maps...

Can't look at it as i'm on my mac...

Greetings,

taumel


Ross C(Posted 2006) [#7]
Shaodw maps? What are they? Plus, if we're talking blitz3d, which i know halo isn't, i don't think directx 7 supports much else.


JoshK(Posted 2006) [#8]
Shadow maps are a joke.

Thank you for testing this. I don't think the hardware is ready for what I want it to do.


taumel(Posted 2006) [#9]
Well, it depends on what you're after.

Do you know this variant? http://www.punkuser.net/vsm/


smilertoo(Posted 2006) [#10]
40 fps with 816 shadows.


GfK(Posted 2006) [#11]
16FPS = 801 shadows.

Athlon XP3000+ @ 2.16GHz, 1.5GB RAM, Radeon 9600 128mb.

Oh, and it crashes on exit.


aCiD2(Posted 2006) [#12]
There is no way that shadow maps are a joke. They are industry standard in movies for a reason. If you think they look crap, I'm tempted to say that you've only seen basic shadow mapping with bilinear filtering/percentage-closer filtering. When you start doing techniques like variance shadow mapping, cascade shadow maps, canopy shadow maps, subdivided shadow maps, the results are incredible and FAST. Also, stencil shadows don't handle transparency, making them pretty useless for outside scenes where you want your trees to be casting shadows.

In regard to the demo, FPS was around 12 all the time, basically same specs as Gfk. Crashed on exit, and I had no textures at all, is that right? Oh, and lots of flickering.


mrtricks(Posted 2006) [#13]
average 10fps, 5-12 mostly


bytecode77(Posted 2006) [#14]
about ~2-3 fps, and very ugly shaodws...but it's not bad for now, i am currently wokring on a system with daredevil...and it is as good as yours YET, see into my signature!


Grisu(Posted 2006) [#15]
20 worst
40-50 av
75 best

A64 3500+ @2.45 GHZ
x850xt-pe


Andres(Posted 2006) [#16]
~8FPS with exactly 800 in-view

Intel Pentium VI 3.0 GHz
ATI Radeon 6550SE 128MB