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Re: Sprite fucking up

Posted: Tue Feb 15, 2011 3:47 pm
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:

Re: Sprite fucking up

Posted: Tue Feb 15, 2011 4:09 pm
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.

Re: Sprite fucking up

Posted: Tue Feb 15, 2011 4:24 pm
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 But I really can't justify halting my own progress to fix some outdated OpenGL code that is neatly encapsulated a layer of abstraction away and works fine on any PC I've ran it on...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...

Re: Sprite fucking up

Posted: Tue Feb 15, 2011 7:15 pm
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:

Re: Sprite fucking up

Posted: Wed Feb 16, 2011 11:13 am
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:

Re: Sprite fucking up

Posted: Wed Feb 16, 2011 1:30 pm
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:

Re: Sprite fucking up

Posted: Wed Feb 16, 2011 10:01 pm
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

Re: Sprite fucking up

Posted: Wed Feb 16, 2011 10:24 pm
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.

Re: Sprite fucking up

Posted: Wed Feb 16, 2011 10:27 pm
by k1net1k
yes, my misunderstanding of a different type of testing :)

Re: Sprite fucking up

Posted: Thu Feb 17, 2011 6:41 am
by N64vSNES
My bad guys this wasn't for the maps only it was for a entire frame :lol: