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Re: Early A7 beta speed test
[Re: George]
#111031
03/02/07 11:58
03/02/07 11:58
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Joined: Dec 2005
Posts: 414 Munich, Germany
Robotronic
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 414
Munich, Germany
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I got above 30 fps, when running the .wmp from WED. above 40 fps, when running the .exe. System: Pentium 4, 3.4 GHz (HT) 2 GB Ram (DDR2, 400 Mhz) Radeon X850XT Very nice and good to know ...
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Re: Early A7 beta speed test
[Re: Excessus]
#111032
03/02/07 22:46
03/02/07 22:46
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Joined: Jan 2003
Posts: 710
Templar
Developer
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Developer
Joined: Jan 2003
Posts: 710
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I've tested your demo and although the fps is really impressive (70 on AMD3800+, ATI 1950Pro) the camera movement when the balls are in sight is _extremely_ jerky - the counter shows 70 fps but it feels more like 5. I doubt very much that this is caused by the camera code - it would have to be extremely badly scripted (which is surely not case with George). The fact that some people are experiencing less fps but smoother camera movement on previous versions points out to the engine itself too. Personaly, if I were to choose an engine for a game, I'd pick any that does 30 fps that feels like 30 fps over something like this. I mean - what's the point of having enormous fps when the gameplay is jerky? Isn't the smooth gameplay exactly why we want the fps to be as high as possible? Hopefully this is just a bug....
Last edited by Templar; 03/02/07 22:48.
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Re: Early A7 beta speed test
[Re: Templar]
#111033
03/02/07 22:52
03/02/07 22:52
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Joined: Aug 2003
Posts: 2,011 Bucharest, Romania
George
OP
Expert
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OP
Expert
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
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The camera code is extremely simple - the script file is included with the demo, so you can check it out. Going from 0 to 1,000,000 polygons has a huge impact on the frame rate, as you have noticed. I'll use a more complex camera code in my future versions of A7 beta demos. I'm still waiting for a nice, high poly, model or terrain based level.
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