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Improve RAM usage when loading screen #7

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VOM7HC opened this issue Jul 29, 2021 · 6 comments
Open

Improve RAM usage when loading screen #7

VOM7HC opened this issue Jul 29, 2021 · 6 comments

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@VOM7HC
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VOM7HC commented Jul 29, 2021

Discussion: #6

New issue report: Improve RAM usage when loading screen

When in loading team to game, loading data take ~ 500 MB!!

Note: I turn off MSVC compiler flags and linker flags for debugging sessions

image

@VOM7HC
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VOM7HC commented Jul 29, 2021

Interesting so much: Generate pitch take too much space
image

@acoppola
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Well, the function manipulate (pixel x pixel) the overlay and the pitch file, with the lattest that has a really big resolution (4096*2048), maybe there is a way to blend the two texture together (shaders?), the perlin generation, I think, is more CPU intensive than RAM intensive...

@VOM7HC
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VOM7HC commented Aug 1, 2021

Hi Antonio. I found this is interesting idea for generate grass terrain but a disaster for performance. Generate yard last 10 seconds but it is increase more than ~350MB suddenly, as normal game just need ~150MB in gameplay or ~80 in main menu. I am thinking use Flyweight pattern (or this other Flyweight pattern doc) may be better to generate terrain.

We can also improve Perlin algorithm to improve performance: Implementing Improved Perlin Noise

And one more thing, a shader is different from a texture:

  • A shader is a type used for shading, the production of appropriate levels of light, darkness, and color in a rendered image.
  • A texture is an image, can be applied as a sort of "decal" to any polygon.

@acoppola
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acoppola commented Aug 1, 2021

I mean to use a shader to calculate the final texture between pitch and overlay without ciclying the two textures pixel by pixel and moving that to GPU instead of CPU.
About the rest I'll check the solution you provide, they look very good.

@VOM7HC
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VOM7HC commented Aug 1, 2021

Yep, your idea move Perlin algorithm to shader is great idea.
I will note here some reference:
patriciogonzalezvivo GLSL Perlin Noise
University of Illinois Pixel Shader Perlin Noise

@DoomDivine
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Yep, your idea move Perlin algorithm to shader is great idea. I will note here some reference: patriciogonzalezvivo GLSL Perlin Noise University of Illinois Pixel Shader Perlin Noise

Hey there, i had a doubt regarding this game:

So, if i want to create a player, for example a football player with an overall rating of 999 or 1 million ovr, such that he scores from goal to goal and cannot be tackled and is incredibly fast, how would i do that in the game's sources code? How to change the player overall in the game's source code? Please tell me how do i do this, because this has always been my dream modification in a football game, sadly fifa does not allow me to make 1 million ovr players, but i hope this game allows me? Please help me out?

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