Sprite fucking up

Whether you're a newbie or an experienced programmer, any questions, help, or just talk of any language will be welcomed here.

Moderator: Coders of Rage

User avatar
dandymcgee
ES Beta Backer
ES Beta Backer
Posts: 4709
Joined: Tue Apr 29, 2008 3:24 pm
Current Project: https://github.com/dbechrd/RicoTech
Favorite Gaming Platforms: NES, Sega Genesis, PS2, PC
Programming Language of Choice: C
Location: San Francisco
Contact:

Re: Sprite fucking up

Post by dandymcgee »

N64vSNES wrote: Yeeeeeeeeeaaaaaaaaaaaaaaaah.

Some unsuccessful programmers without a regular cash income would like to play ES aswell >:[
Who the hell complains about 99998fps? :roll:
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches! :twisted:
qpHalcy0n
Respected Programmer
Respected Programmer
Posts: 387
Joined: Fri Dec 19, 2008 3:33 pm
Location: Dallas
Contact:

Re: Sprite fucking up

Post by qpHalcy0n »

You dont need to fix it if it aint a problem. I love these kinds of remarks because you might flabberghast yourself if you'd simply profile the code. I'm sure given ES's complexity and very low render burden hardly any of your time is spent in the GL driver, so you can optimize away to your heart's content....if that ain't the bottleneck.....it wont amount to a nanosecond of performance gain.
User avatar
Falco Girgis
Elysian Shadows Team
Elysian Shadows Team
Posts: 10294
Joined: Thu May 20, 2004 2:04 pm
Current Project: Elysian Shadows
Favorite Gaming Platforms: Dreamcast, SNES, NES
Programming Language of Choice: C/++
Location: Studio Vorbis, AL
Contact:

Re: Sprite fucking up

Post by Falco Girgis »

qpHalcy0n wrote:You dont need to fix it if it aint a problem. I love these kinds of remarks because you might flabberghast yourself if you'd simply profile the code. I'm sure given ES's complexity and very low render burden hardly any of your time is spent in the GL driver, so you can optimize away to your heart's content....if that ain't the bottleneck.....it wont amount to a nanosecond of performance gain.
Oh, I completely agree.

I'm all about optimizing the shit out of things. I think it's interesting and fun, and it gives me a deverection. But I really can't justify halting my own progress to fix some outdated OpenGL code that is neatly encapsulated a layer of abstraction away and works fine on any PC I've ran it on... At least the DC and PSP have actual, noticeable performance improvements... I can at least tell myself that spending time on that stuff is beneficial...
User avatar
TheBuzzSaw
Chaos Rift Junior
Chaos Rift Junior
Posts: 310
Joined: Wed Dec 02, 2009 3:55 pm
Current Project: Paroxysm
Favorite Gaming Platforms: PC
Programming Language of Choice: C++
Contact:

Re: Sprite fucking up

Post by TheBuzzSaw »

Given that you are targeting two much weaker platforms, I suppose it's no big deal that you are applying a handicap to the PC build.

Still... :nono:
N64vSNES
Chaos Rift Devotee
Chaos Rift Devotee
Posts: 632
Joined: Thu Aug 12, 2010 11:25 am

Re: Sprite fucking up

Post by N64vSNES »

dandymcgee wrote:
N64vSNES wrote: Yeeeeeeeeeaaaaaaaaaaaaaaaah.

Some unsuccessful programmers without a regular cash income would like to play ES aswell >:[
Who the hell complains about 99998fps? :roll:
Even us EQ amateurs are doing this for the map :lol:

I guess the if I was Falco I'd mainly be focusing on PSP optimizations.......Wow did we got off topic? :shock2:
N64vSNES
Chaos Rift Devotee
Chaos Rift Devotee
Posts: 632
Joined: Thu Aug 12, 2010 11:25 am

Re: Sprite fucking up

Post by N64vSNES »

I meant optimized mesh rendering, we're using it for the map.
If anyone is interested I ran a benchmark on how fast my computer render the map.

With NO optimization:
5-6 milliseconds

With optimization:
2-3 milliseconds

You're missing out Falco :lol:
User avatar
k1net1k
Chaos Rift Maniac
Chaos Rift Maniac
Posts: 563
Joined: Sun Nov 07, 2010 2:58 pm
Contact:

Re: Sprite fucking up

Post by k1net1k »

i dont know if this applies, but testing something for 2ms vs 5ms isnt really a big enough test case. unless you meant you ran this over 1000 instances and it went from 2000ms to 5000ms
qpHalcy0n
Respected Programmer
Respected Programmer
Posts: 387
Joined: Fri Dec 19, 2008 3:33 pm
Location: Dallas
Contact:

Re: Sprite fucking up

Post by qpHalcy0n »

In terms of frame time, that is a poor assertion.

Where the target is 60Hz, which is generally considered very acceptable, you can spend no more than about 16ms per frame for render and logic combined. For instance, a very involved frame may take 8-12ms (12ms being the frame profile time for Crysis from a GPU profiling slide from Crytek) just for rendering. So for something where the rendering isn't particularly involved, 6ms->2ms is extremely significant. If I could juice 4ms out of my frame times I'd be an exceptionally happy man.
User avatar
k1net1k
Chaos Rift Maniac
Chaos Rift Maniac
Posts: 563
Joined: Sun Nov 07, 2010 2:58 pm
Contact:

Re: Sprite fucking up

Post by k1net1k »

yes, my misunderstanding of a different type of testing :)
N64vSNES
Chaos Rift Devotee
Chaos Rift Devotee
Posts: 632
Joined: Thu Aug 12, 2010 11:25 am

Re: Sprite fucking up

Post by N64vSNES »

My bad guys this wasn't for the maps only it was for a entire frame :lol:
Post Reply