henesua wrote...
Does the NWN client have an issue with efficiently handling draw calls? I've worked with custom content in other engines (primarily Unity) and the draw calls are what got me on lower end equipment. I could see a older / less efficient game like NWN having an issue with that.
Typically every asset (mesh) in view is a draw call. NWN uses very simple shaders so each material would be a single draw call as well - unless the alpha channel gets a second pass. All of those "shadow" projectors produced by NWN light sources are also a draw call.
Perhaps a way to test the draw call issue is by reducing the visiblity range with fog and see what happens.
Yes, NWN has issues with draw calls. Fog distance can help, but will not totally eleminate the issues. There is a minimum loaded amount of tilespace. I think it is a 3x3 box. Increasing fog beyond 45 meters to say 100, will increase that draw space considerably and thus load the engine that much more. Yes, alpha's get a second pass. Yes, shadows get a third. Placeables get a 4th, and 5th call. There are others in there that I am likely missing as well. So, you "paint" an area on the screen a minimum of 5 times. This is all done in the background, before the area becomes visible, and then is recalculated with each and every step you make in the game... the engine sits there as if it were the pc, and asks "can I see you yet" take a step "how 'bout now?" another step "are you visible yet?". Each time it does that calculation, it repaints the area, using the same previously mentioned draw calls, including shadow/alpha etc.
NWN 2 and Witcher, are both based off the original Aurora engine that Bioware created for NWN, but BOTH of those games, rewrote a considerable amount of code to enable the better graphics options that were then available. (Like DirectX 10) NWN was written to work in windows 95. Ninety Five! Back then, direct x was well below version 7. NWN was updated to work within 98 and Me, and XP, but the main core graphic engine was not changed much. It WAS changed, but not enough to handle what people are expecting from games nowadays. It was NOT updated to the level that NWN 2 and Witcher require.
We, the custom content folks in THIS great community, have pushed the Aurora engine well beyond what it was intended to handle. We continue to push the envelope more and more as we continue to attempt to improve the graphics quality. However, all of the CC folks have run into the main limiting issues with NWN, and those issues will remain since Bioware has stopped all development on this ancient (by industry standards) game.
Sometimes we just have to bow down and accept that Bump-mapped objects, terrains, etc, are just not possible with this engine. We can convert backwards from better games that have better graphics options, but you get serious lag when you do so. Which is what is happening here.
Modifié par Bannor Bloodfist, 30 mars 2011 - 03:01 .