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The Xbox One is fucking awful at tesslating. I want to know how Dice does such a good job at it with Battlefield and Battlefront. When I do it, its unplayable on the Xbox. Works fine on my laptop with a 960m though.

  1. PlayStation 2

    PlayStation 2

    I'd imagine it's used sparingly in those games unless absolutely necessary.

  2. christianled59

    christianled59

    No actually. Their terrain pretty much relies on it. The leaves, and small foliage and tiny details like moss and stuff are all done with tessellation. I'm using the same exact technique in my game, yet it runs awful. Even with culling and LODs. 

     

     

  3. christianled59
  4. PlayStation 2

    PlayStation 2

    Ah, alright.

    Then I'm fairly stumped.

  5. AlTech

    AlTech

    @christianled59 You have to remember that the OG Xbox One X was based on GCN 1.1 .

     

    GCN 1.2 was the first new GCN micro-architecture which improved tessellation performance.

     

    AMD GPUs can perform badly when excessive tessellation is applied.

  6. christianled59

    christianled59

    Yeah. I removed tessellation. Still wondering how Dice does it so well on this hardware though.

     

    Anyways, even with the tessellation gone, all blueprints converted to c++, debuggers removed and LODs reconfigured, the first scene in my game still chugs along on the Xbox. I even went the extra mile and culled everything around corners for best performance. The other levels work fine.

     

    Running the xbox build in editor on my desktop yields framerates in the hundreds. Weird.

  7. AlTech

    AlTech

    Maybe the scene is too RAM heavy? The OG Xbone only can use 5GB RAM for games.

  8. christianled59

    christianled59

    Nope. Using like 3 gb. Its definitely a drawcall issue, but I'm really shocked at how few it can handle. It's really hard to reduce it lower than I already have.

  9. AlTech

    AlTech

    @christianled59 Why are you using DX11?

     

    ~~If Drawcalls are an issue then there's literally no way you're running DX12.~~

  10. christianled59

    christianled59

    I am running DX12. I'm assuming its a texture issue in one of my materials. I just can't find it. Basically, if you don't combine the textures, alphas, etc in your material, it counts as a single draw call. And if you don't set the assets using them to group the texture, each asset calls yet ANOTHER draw call. Problem is, I can't find the faulty assets. There are hundreds, if not thousands of materials used in my game. 

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