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Re: Early A7 beta speed test [Re: cartoon_baboon] #110951
02/06/07 14:59
02/06/07 14:59
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
"You are cheating the fps counter...aren't you". Well, you've got me... Come on! I'm not cheating; the source code and the wmp file are included in the archive. The camera movement code is really simple, so all the heavy frame rate variations impact it. If any of you has a big level made out of mdls I'll be happy to make a new demo when I get some free time. Just make sure that the level has over 500,000 polys, so that we can give A7 a run for its money

Re: Early A7 beta speed test [Re: George] #110952
02/06/07 15:12
02/06/07 15:12
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
I ran a quick test with 1,500 auge.mdl entities (the model is in the demo folder) using the same level. The frame rate is kept steady at 75fps on my pc (the limit given by my monitor's refresh rate).

Re: Early A7 beta speed test [Re: George] #110953
02/06/07 15:14
02/06/07 15:14
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
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ChrisB  Offline
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Joined: Sep 2002
Posts: 1,604
Deutschland
A7: 25fps: Pentium D 820 (2*2.8Ghz), 1gb ram, Geforce 6600 GT
A6.50.6: 24fps

Not that much difference. The speed increase would be bigger if you use the mouse to select modells (mouse_mode==2), this is MUCH! faster with the current A6.57.b Beta then with the A6.5 release. Hope there is a A6.6 soon.


www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Re: Early A7 beta speed test [Re: ChrisB] #110954
02/06/07 15:21
02/06/07 15:21
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
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ulf  Offline
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Joined: Aug 2005
Posts: 1,012
germany, dresden
20 fps while viewing 1 million polygons:

xp pro sp2
core 2 cpu 6300 @ 1.86ghz
1gb ddr2 ram
geforce 7600 gs

also the same problem as every aX version bevore, jerky frame rate dependent mouse movement...

Re: Early A7 beta speed test [Re: ChrisB] #110955
02/06/07 15:22
02/06/07 15:22
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline
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capanno  Offline
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Joined: Nov 2004
Posts: 1,011
South Africa
What concerned me was the jerky mouse movements when the balls are in view. :?

Re: Early A7 beta speed test [Re: ChrisB] #110956
02/06/07 15:25
02/06/07 15:25
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
W
Wicht Offline
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Wicht  Offline
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W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
56 FPS ...

- Intel Core2Duo 2.13 GHz (E6400)
- 1024 MB DDR2-800
- ATI Radeon X1900 GT ( 256 MB DDR3 )

Re: Early A7 beta speed test [Re: Wicht] #110957
02/06/07 15:29
02/06/07 15:29
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
"What concerned me was the jerky mouse movements when the balls are in view". That will happen with the current camera movement code if the frame rate is small. A more improved movement code should fix the problem (but will not fix the jerkiness if the frame rate is below 20 fps or so). The sole purpose of the demo is to benchmark an early version of A7; however, I might rewrite the movement code and post an update here.

Re: Early A7 beta speed test [Re: Tempelbauer] #110958
02/06/07 15:47
02/06/07 15:47
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
fps: 54 still 48when moving arround

p4 3ghz/512ram and ati radeon1600pro

quite early to judge anything but very impressive so far!

cheers and thanks for the info


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Early A7 beta speed test [Re: Blattsalat] #110959
02/06/07 15:59
02/06/07 15:59
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline
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Nicolas_B  Offline
Serious User

Joined: Apr 2005
Posts: 1,058
Luzern
20 FPS: Pentium 4 (3.1GHz), 512MB Ram, GEForce 6600 GT 125mb

Re: Early A7 beta speed test [Re: Blattsalat] #110960
02/06/07 16:05
02/06/07 16:05
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
We experienced recently, that there is not much speed _de_crease if you take one model and create multiple instances of it (see -here-). JCL said:

Quote:


If you send 1000 models into the rendering pipeline, CPU and GPU can run in parallel, the CPU preparing the next rendering steps while the GPU is processing the pipeline.

However one extremely large object will need the CPU to wait for the GPU, thus wasting processing power. This is the unbalanced pipeline case that should also be avoided by level design.

The latter case is only slightly slower, but due to the 60 Hz lock you'll see a huge difference in fps.





So this whole test environment shows that A7 may be faster, but in a very rare circumstance. Please embed the texture of your ball into the modelfile and make 20 fileclones. Now place all clones randomly into the level (20 entities) and duplicate them 1000 times so that you have finally 2000 entities basing on 20 source entities with individual textures. Compile it with the latest A6 beta and with your A7 version and then lets have a go...

cheers
Christian

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