Hi,
I'm working on improving my game performance and I'm using gDebugger to profile it. I've come to a problem that when executing the game through gDebugger I get ~150fps, while when executing the game normally I get only ~60. I print the fps on screen and I can assure it's not an error in my fps computation, since when I run through dDebugger the fps print matches the value in gDebugger.
I'm using MSV Compiler. The binary has no code optimization (-O0). My game had a 60 frame cap but I've disabled it. Any ideas?
Thanks.
Game gets higher fps when executing through gDebugger
Started by Felipe Lira, May 31 2012 06:36 AM
4 replies to this topic
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#2 Members - Reputation: 3704
Posted 31 May 2012 - 07:02 AM
60 fps is perfectly normal if vertical synchronization is enabled. (It might be disabled while debugging) and thus its nothing to worry about.
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
The voices in my head may not be real, but they have some good ideas!
#3 Moderators - Reputation: 5034
Posted 31 May 2012 - 07:40 AM
Hitting 60 FPS on your target hardware? Performance = achieved!
I'm working on improving my game performance and I'm using gDebugger to profile it. I've come to a problem that when executing the game through gDebugger I get ~150fps, while when executing the game normally I get only ~60.
If your game isn't finished, stop now and continue to develop the core game. When you add new stuff to your game, it could invalidate some of these optimisations you would be adding. In addition, new, bigger bottlenecks might appear. Finally, optimised code tends to be more difficult to maintain. These are all reasons to defer non-essential optimisation until later.
You should only optimise in the middle of a game if there are clear performance problems.
Ship with dDebugger?
Any ideas?
#4 Members - Reputation: 146
Posted 31 May 2012 - 10:44 AM
It would be awesome to ship with gDebugger, hehehe. But seriously, I'm hitting 60fps in my hardware, which is a fairly good computer, other less powerful hardware will not achieve that. I guess it would be a better approach to debug on worse machine and find the bottleneck there instead of mine. The fps problem still bugs me though.
I wonder if gDebugger has some sort of dark magic...
I wonder if gDebugger has some sort of dark magic...






