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GHOST MISSION (using photogrammetry)

andgameplay
Registered User
Quote
2023-10-13 22:20:52

Hello devs!

I created this project as a demo or test. An fps game with classic 90s control using photogrammetry!

I believe that the computer needs a good video card to run this project, due to the assets used, if you can achieve around 20 fps, that's good!

The game mechanics are simple and unpolished, the focus of this project is on the graphics! What do you think? Were the effects cool?

https://andgameplay.itch.io/ghos...

🔎︎


🔎︎


🔎︎



luposian
Registered User
Quote
2023-10-13 23:12:57

Nope! Not happening. Ran it on my 16Gb RAM Ryzen 7 gaming laptop with GeForce 1660 graphics chipset and I was getting 4fps! I hadn't even moved! I was not even going to try. I was getting motion sick just watching the idle animation at 4fps. Totally unplayable! Anyone else faring better?


sven
Registered User
Quote
2023-10-14 00:11:20

looks interesting.
got ~20FPS with nvidia geforce gtx 1660 ti (6gb) and 8gb ram


luposian
Registered User
Quote
2023-10-14 02:01:12

wrote:
looks interesting.
got ~20FPS with nvidia geforce gtx 1660 ti (6gb) and 8gb ram

I have twice the RAM and a similar chipset on my laptop (though the Ryzen 7 CPU in my laptop is not the same as a desktop model). What CPU you using? Desktop setup? Windows 11 latest updates?

I'm going to try rebooting my computer and see if that helps. Can't believe I got such a ridiculously low framerate. I may try it on my desktop rig, but it doesn't have a very good graphics card (nothing close to the GTX 1660 Ti on my laptop), so even though the Ryzen 5 in it is technically better than my Ryzen 7 in my laptop, the lower-end GeForce GT (not GTX) graphics card would probably wreck it.

UPDATE: Nope. No change whatsoever. Still 4fps. I tried actually playing it and apart from the fact I was moving and pivoting (more like lurching) in large increments and couldn't aim worth a hill of beans (kinda nice the terrorists are as dumb and blind as a sack of rocks), I simply couldn't play very long before it got to me... not motion sickness... just the fact I had no idea where I was and how many more terrorists I had to kill and where stuff was, etc. I just ran out of patience. The lurching movements was driving me nuts. I just couldn't move any faster than a tortoise!

The visuals are nice, but if I gotta have the latest hardware to play this game decently, not worth it to me. I can't afford to spend $1,000+ on high-end hardware. I definitely think that either the CC engine is being pushed too hard graphically, or the game is not optimized (or has lower graphic options), so it runs better on lower end hardware.

It's got great potential, however... keep up the good work!


sven
Registered User
Quote
2023-10-14 09:21:06

I have Lenovo Legion laptop with windows 10

CPU Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz


andgameplay
Registered User
Quote
2023-10-14 12:07:26

Thanks for play luposian and sven!

My setup: GTX1660 6gb
I5 9400f
16gb ram

I got 23 fps on average!

This low fps is due to the assets used, they are very large and the texture is of very high resolution. I tried to optimize as much as possible.

I tested without enemies on the screen, without using shadows, I tried opengl mode, and I also tried reducing the resolution of the textures using a separate program and even so the performance remains the same at about 23 fps!

I believe there must be some limit in the engine with the size of the scenario model.

Despite the low performance, the results of the scenarios are very interesting, I believe that performance should improve with smaller files and less resolution, this shows that it is possible to achieve interesting graphics using photogrammetry, but reducing size of the models.

Guys, whoever can test the game, let me know the frame rate at which the game ran and your hardware configuration if possible and thank you very much!


o139
Registered User
Quote
2023-10-14 17:04:15

nice andgameplay the screenies looks nice! but im not even gona try running it on my basic laptop :)


VP
Guest
Quote
2023-10-14 23:17:10

Getting 22 FPS on my notebook. Looks great! A good way to massively improve FPS with photogrametry scenes is to remove collision with the scene mesh and then make your own "collision mesh" instead, simply by adding/stretching cubes where the walls are and then applying transparent alpha textures to the collision mesh. Then in the polygon editor, merge all the cubes together into a single mesh, then turn on collision for that mesh only. Leave the collision for scene mesh off - too many polygons to calculate. Then load all the textures and atlases into a graphics program and reduce their size/format. Finally, you can then poly-reduce the mesh quite a bit without destroying it. You can actually get great frame-rates doing this. Main thing is collision mesh and texture size.


VP
Guest
Quote
2023-10-14 23:20:04

Apache Pro, i7, 16GB, GTX1060 (3GB)

🔎︎



andgameplay
Registered User
Quote
2023-10-15 14:01:44

Thanks o139!

Thanks VP! I glad you liked!

Thanks for the hardware data! So, I tried to remove the collision from the mesh and I also tried to reduce the size of the texture, I left the texture with just 15% of its original size just for assure but the game only increased by about 2 fps, it was practically the same!

Only one person managed to run at 40 fps with an RTX3060 and Ryzen 9!

I'm thinking it may be the number of polygons in the model that is causing this low performance. Does VP have an easy way to reduce the number of polygons in the scenario model?


VP
Guest
Quote
2023-10-15 15:53:14

I don;t know of an easy way to reduce photogrammetry meshes - I've used Ultimate unwrap toweld close-points (I think coppercube can also do that - just don;t increase the distance too high). I also used polyreduction methods in the past but they noticeably deform the mesh (ie: completely trash the geometry), as do the blender modify nodes.

In the end (for the Escape from Manhattan game) I spent ages just flying round the mesh in coppercube's editor, manually removing the faces/vertices that were inside other geometry.

But in my testing, I got the biggest FPS increase by creating a collision mesh and turning the collision off for the photogrammetry mesh. I didn't use an FPS counter (doso not sure howmany FPS increase there was) but the game changed visibly from a crawl (in certain places) to playable throughout.

I have the file somewhere (an unfinished FPS game with buildings on a mountain), so I can upload it for you to test (which and without collision). If I can find it, I'll upload it here for you - either today or tomorrow.

If turning collision off only gave 2FPS improvement for you, another thing worth trying may be Robbo's occlusion culling.


VP
Guest
Quote
2023-10-16 08:15:13

Here's the FPS game (unfinished, as usual), the map is called Jesus Monte.ccb (presumably named after the place).

I've set it with collision off first. Without collision, for me, it runs silky-smooth on my notebook.

If you enable collision on the photoscanned mesh, then run it again to compare, you'll notice the game starts to crawl (for me, especially at the very top of the hill/steps after I turn left and head towards the fountain/pond).

A better example of the is the Point and Click photogrammetry game demo - in that demo, you can see the simple collision mesh I made to get round the same lag problem - because (I assume) it's only calculating collision for ~100 polygons on the collision mesh, instead of ~1 million points on the original scene.

Just be aware, I may be completely wrong with this theory if you're only getting 2 FPS difference.

https://veganpete.itch.io/free-c...

By the way, if anyone wants to use the scene or the Glock animations, feel free to rip them from the game's ccb file. I spent tens of hours cleaning individual frames from a youtube video of a glock pistol, converting it to transparent alpha, batch-resizing the files and then loading it into Coppercube frame-by-frame, as separate walk/idle/reload/shoot animations) - it's quite a nice animation, would be a shame to waste it.

I wont seem active on the forums any more (switching to lurker-mode) but if anyone wants anything specific from me, please feel free to contact me on itch.io.

Cheers. ??????????


VP
Guest
Quote
2023-10-16 08:17:46

VP wrote:
Cheers. ??????????


Cheers.
🔎︎



andgameplay
Registered User
Quote
2023-10-16 17:54:08

Hi Vp, I tested the Jesus Monte.ccb, the project is great! Good prefab of Glock, thanks!

Yes, I test with and without colision in the mesh, very good example!

Point and Click photogrammetry game demo is great too, we can see the different performances about the collsion!

Thank you very much for your willingness to help, you are great!


VP
Guest
Quote
2023-10-16 19:40:58

Thank you for your kind words. You're welcome andgameplay. I hope it helps.


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