rpgplayerrobin wrote: ↑Mon Jun 03, 2024 10:31 pm
For example loading cell assets in the background as the player character moves towards a cell boundary
That can be done, it is called background loading when it comes to resource groups. That is a multithreaded resource group that you can request, and then when it is finished you can actually create the assets needed.
Check here: viewtopic.php?p=552956#p552956
Thanks, I will read the posts carefully.
Edit:
rpgplayerrobin wrote: ↑Mon Jun 03, 2024 4:19 pm
I have the same issue with Ogre 2.x, it does have lower performance for me as well because its shaders are more advanced. But it might have much better performance on computers with better GPUs though.
But if you use advanced shaders in non-Ogre 2.x, the performance might not be as good since Ogre 2.x has automatic instancing and such.
I'm quite interested in your experiences. I'll try to search the forum but if you have a link handy it will be much appreciated. In my case I found some strange results. e.g. NSight results indicating 25%-50% of frame time spent on drawing MyGUI widgets and wildly different performance depending on whether I'm using iGpu or dGpu
rpgplayerrobin wrote: ↑Mon Jun 03, 2024 10:31 pm
I have no idea what that is, but does it have anything to do with the engine? Otherwise you can multithread it.
The assets I've got include thousands and thousands of dialogue lines and responses that have to be filtered based on the talking parties' race, gender, factions, ownership of items, cell location, etc, etc. Additionally the filter has to take into account of quests completed (and stages of completion), any script variables that were set, and so on. There are 100+ different functions that do these checks.
But as you say these wouldn't have anything to do with Ogre and should be safe, unlike my concerns with mesh/textures.