Aloha,

For lots of static objects you can merge them, having like 10.000 to
100.000 sphere's cube etc is possible that way.
See http://www.ringo.nl/labs/test/mergefab/
It's a old test with 100.000 planes or so, takes a while to start runs
here's at 60fps.
After that test, Fabrice have even improved merging, see his posts of
a few weeks ago with examples.

For single objects the engine has been improved due different way of
sorting and the team is still working on it to improve it more.

Particles needs a different approach then having single objects, it's
something that hopefully will be picked up soon.
Meanwhile you could try to get a index to objects when merging and see
how far you can get controlling does.

Hope this information helps a bit and yes I want 1.000.000.000
particles as well:)

Cheers,
Ringo.


On Jun 9, 8:14 am, Jahiro <[email protected]> wrote:
> Sintesis, the drop in FPS is likely not because of the alphaThreshold
> property change, its going to be because you have 300 items in your
> scene.
>
> Away3D 4 still has a MAJOR weakness, in that in does not support more
> than 300 or so objects in a scene. Add any more than that and you will
> see major drops in FPS.
>
> Michael IV was looking at creating a particle engine for Away3D 4, but
> this proved impossible with this performance limitation.
>
> I just checked the latest build and the performance issue still exists
> - any updates from the Away3D team on this? I love Away3D 4 like it
> was my son, but this really is a big problem for a lot of us and we'd
> LOVE to see a fix :) Pretty please :) :)
>
> On Jun 6, 3:34 am, Sintesis <[email protected]> wrote:
>
>
>
>
>
>
>
> > On 3 июн, 10:58, John Brookes <[email protected]> wrote:
>
> > > BasicDiffuseMethod(BitmapMaterial(YourMesh.material).diffuseMethod).alphaTh
> > >  reshold
> > > = .5
>
> > when use alphaThreshold - FPS is down, why?
> > In scene 300 sprites with Transparent texture and FPS = 30((( it is
> > bad
> > <img src="http://sinteenage.at.ua/screenshots/siteenage_sx01.jpg"; />

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