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EGGEN (The EGG-Engine) Random test (24/01/12)

#16 User is offline Hinchy 

Posted 24 January 2012 - 01:43 PM

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60FPS both in browser and in web player.

Windows 7 x64
Intel Core 2 Duo @ 3.40ghz
6GB RAM
ATI Radeon HD 4850

#17 User is offline Mester Keel98 

Posted 24 January 2012 - 10:44 PM

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Windows version, wouldn't go near 60fps if the settings were past 640x480 or "Fast". That or less, though, it worked great.

Then again, this is an old laptop. Graphics chip is ATI Radeon X1250, ultra low-end.
This post has been edited by Mester Keel98: 24 January 2012 - 10:44 PM

#18 User is offline Billy 

Posted 25 January 2012 - 09:20 PM

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Runs at full 60FPS under "fantastic" on my Intel Core i7 930 @ 2.80GHz, ATI Radeon HD 5700. Sonic definitely feels like he gathers a little too much momentum.

#19 User is offline Elratauru 

Posted 26 January 2012 - 01:29 AM

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60fps in my Phenom II x6 1055T OC'ed to 3.3ghz, Radeon HD5750 1GB GDDR5 too.

I love those badnik models :3 I remember the old demo I saw about this engine and man, this blew up my mind compared to that old one. Really epic job!

#20 User is offline Dario FF 

Posted 26 January 2012 - 07:05 AM

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I think Sonic isn't heavy, but there's actually some input lag. It's about 2-3 frames. Playing with keyboard btw. It's definitely not related to the screen, as I have played several games with no input lag before.

The problem doesn't seem that noticeable on Windowed mode though. Perhaps it's a vsync/buffering problem?

#21 User is offline Damizean 

Posted 26 January 2012 - 08:40 AM

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Thanks for all the input, now I see the true limiting factor are the graphics, and Unity seems to scalate pretty well :) As for some of the issues mentioned, I gotta say I've followed step by step the physics guide on this one (even for sensor sizes!). There might be some discrepancies due to how the collision system works, as it's polygon based. Angles are calculated from the collided polygon normals, so even if I replicated an original level, the physics wouldn't be 1:1 :/

Sonic apparently having some difficulties to run through some loops is mostly due to the fact the loops are bigger in size than those you'll find in the original games. I've tested with loops that were modelled after the the original ones and I don't remember finding any difficulty at all. The 3D view might also help to give off that the impression.

As for the input lag, unfortunately Unity's input system is a bit... weak. The input is only updated once per rendered frame, instead of per physics frame. So as FPS go down, the input lag gets bigger. I don't have any way to fix that, unless I used an external input DLL :(

So... how do you feel about the physics anyway? They seem spot on enough? Is there something I could tweak? Also, steveswede, what do you mean with "Sonic feels stiff when turning"? :O
This post has been edited by Damizean: 26 January 2012 - 08:42 AM

#22 User is offline Andrew75 

Posted 26 January 2012 - 09:26 AM

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When it comes to physics, this is the closest any 3D engine has come to recapturing the classic feeling including anything Sega has ever tossed at us fans.
I've loaned Damizean the green hill level that I've built for testing out his engine, and the collisions feel very natural within, its probably as close as its going to get using standard 3D models
I'm going to elaborate on what Damizean said above,,,
the original game's collision system works in a much different way than how its done in modern game engines using models for collision,
(no matter how spot on the 3D mesh shapes may be to the original collision system we're never gana get exact replicated physics in 3D.)
However We've got a plan in place to counter that, so stay tuned.

Below the green hill level
Posted Image

And,, all the ground areas for GHZ were modeled off of the original game's collision system shapes exactly.
(White being the Collision template extracted from Sonic ED2)
(so ya,, even with spot on collision mesh,, its close , but not 100% perfect,
Its just the way it goes with using the standard collision system techniques used today by modern engines.

Posted Image
This post has been edited by Andrew75: 26 January 2012 - 09:52 AM

#23 User is offline Mr Lange 

Posted 26 January 2012 - 09:50 AM

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I played this and loved it too much to notice the FPS, but it looks like you got enough feedback from that already.
If I get to work with this engine, I would love to try and take over some of the level remakes that Sonic Generations neglected. They wouldn't be as stunning, both my skill and Unity's power being the limiting factors, but I believe I could make some fun and impressive stuff.
And on that matter, are you intending to release the engine publicly, or are you just seeking feedback for your own personal devices? Not that I would disapprove of selfishness or refuse to critique as some immature form of punishment, but I would like to know if this is something I should be expecting.
This post has been edited by Mr Lange: 26 January 2012 - 09:52 AM

#24 User is offline steveswede 

Posted 26 January 2012 - 12:23 PM

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View PostDamizean, on 26 January 2012 - 08:40 AM, said:

Also, steveswede, what do you mean with "Sonic feels stiff when turning"? :O


Example:-

When you move right, then jump to hit an enemy and then press left to fine tune destroying the Badnik, I've noticed that I need to hold down the direction key longer than I have to in the classics. It's like I have to work harder to control Sonic's movements. This is noticeable even on springs and just general direction change. It's not game breaking but irritant for a Sonic veteran.

#25 User is offline Ross-Irving 

Posted 28 January 2012 - 02:35 PM

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Damizean, this looks pretty spiffy! I don't know much about programming, but the movement looked accurate for the most part. I'm curious to know how bouncing off of enemies works. Like when you hold down the jump button after falling a long distance, would you bounce just as high after hitting the enemy? And if you let go when going back up, would you gradually come to a stop to where you let go? What I'm asking about is probably not part of the goals you've set right now, so if it isn't, I apologize ahead of time.

#26 User is offline Damizean 

Posted 28 January 2012 - 04:36 PM

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Quote

I played this and loved it too much to notice the FPS, but it looks like you got enough feedback from that already.
If I get to work with this engine, I would love to try and take over some of the level remakes that Sonic Generations neglected. They wouldn't be as stunning, both my skill and Unity's power being the limiting factors, but I believe I could make some fun and impressive stuff.
And on that matter, are you intending to release the engine publicly, or are you just seeking feedback for your own personal devices? Not that I would disapprove of selfishness or refuse to critique as some immature form of punishment, but I would like to know if this is something I should be expecting.

To be honest, I don't know for now. I don't really want another BlitzSonic to happen. It's kinda sad how it completely deviated from it's original purposse and ended up being another corridor simulator :/ If Pelikan doesn't get to work on SFR again or I see the engine is getting dust on my HD, I'll probably release it.

Quote

When you move right, then jump to hit an enemy and then press left to fine tune destroying the Badnik, I've noticed that I need to hold down the direction key longer than I have to in the classics. It's like I have to work harder to control Sonic's movements. This is noticeable even on springs and just general direction change. It's not game breaking but irritant for a Sonic veteran.

After comparing my code with Mercury's SFR engine, I didn't see any real difference when it comes to on air maneuverability. I did notice I wasn't doing the gravity on slope deceleration correctly, and that's now fixed. Perhaps it's something related to the air drag?

Quote

Damizean, this looks pretty spiffy! I don't know much about programming, but the movement looked accurate for the most part. I'm curious to know how bouncing off of enemies works. Like when you hold down the jump button after falling a long distance, would you bounce just as high after hitting the enemy? And if you let go when going back up, would you gradually come to a stop to where you let go? What I'm asking about is probably not part of the goals you've set right now, so if it isn't, I apologize ahead of time.

Yeah, when bouncing after hitting an enemy you'll be still able to control the jump height, as long as the rebound happened when you jumped. If you rolled and ended up falling and hitting an enemy, the rebound height will not be controlled.

------------

Anyway, someone up for a small stress test? Let's see how well does your computer fare with this one.
Note: Lower down your speakers volume.
This post has been edited by Damizean: 28 January 2012 - 04:37 PM

#27 User is offline Morph 

Posted 28 January 2012 - 04:51 PM

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On the normal version, I get 60FPS. On the stress test, I get about 35FPS with all the Sonics on-screen.
EDIT: Oh, and that's on the "Fantastic" setting at 720p.

Specs:
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  • GPU: ATI Radeon HD 4670 1GB; overclocked the memory just a bit to 500MHz 550MHz (old card is old), and the core clock is 750MHz.

This post has been edited by Morph: 29 January 2012 - 03:39 AM

#28 User is offline Gen 

Posted 28 January 2012 - 04:53 PM

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Needs more lightmapping for all of that static illumination.

#29 User is offline steveswede 

Posted 28 January 2012 - 04:55 PM

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LOL this new release features around twenty Sonic's on the screen and creates some crazy ass dumbness that's even more stupid than Tails AI. Controls still feel a little stiff could be worth asking Mercury how to sort this as the one in the AeStHete engine he used pretty much nailed it.

EDIT:

I think I know what it is. It might just be latency (as you mentioned in an earlier post). Just a minute ago I was trying to figure out what's happening because I kept on repeating moves and found that the physics were correct majority of the time and the other time they didn't. Well I'm sure physics don't change at will unless you program them to so I put it down to that.
This post has been edited by steveswede: 28 January 2012 - 05:25 PM

#30 User is online winterhell 

Posted 28 January 2012 - 04:56 PM

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stress test 1920*1200 Fantastic, GeForce 9600GT PCI Express 2.0 , core i5 quad 3.3 GHz
beginning scene - 45 FPS
normal view with all characters - 52 FPS
when some of them are missing 60 FPS
Its vertex bottlenecked, on 640*480 again not always 58-60 fps

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