Am Sonntag, 11. Februar 2007 schrieb The Watermelon: > yes I know the texture 'quality' makes no difference in memory as long as > the total number of bits are changed,it's just weird WZ render lags the > overall performance in the areas where you least expected: > > 1.the matrix multiplications' performance impact is minor(probably 5% fps > drop) with 'drawshadow' function disabled(the one actually draws the > shapes,not the ones doing matrix stuff) > 2.after some simple 'vertex3f to color3f' tests,it turns out that the poor > performance is geometry limited...really odd it could be geometry limited > with wz's low polygons... > 3.cpu usage by renderer is pretty high too,it always gives you unacceptable > fps and 100% cpu usage for 1Ghz or lesser,100% cpu and acceptable fps for > 1Ghz - 1.5Ghz,80% or so cpu for 2 - 3Ghz or AMD equivalent...consider the > old one can run happily on a 500-1000Mhz from what I heard and I dont think > changing software/d3d renderer to opengl will up the cpu > requirements(actually changing software to opengl should reduce cpu burden > imo...)... > 4.changing texture affects performance... > 5.wondering why there are no inline function in piedraw.c... 1: You disabled what? The matrix calculations or the draw functions? The problem with the shadows is afaik that it does poping/pushing of matrices and that it does that very often. This probably stresses the bus a lot. 2/3: This is very probably caused by immediate-mode drawing. I talked to a friend a while ago and he told me that he did some benchmarking (in his own engine): In immediate-mode he could reach 80k vertices in 100fps. Using VBOs he reached the maximum his card supported (4m vertices) with about the same fps. 4: I don't have the profiling I did with gDEBugger at hand, but I think the texture changing did harm performance a lot. Probably again because it stresses the bus and CPU.
--Dennis
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