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Member Since 28 Oct 2007
Offline Last Active Today, 08:32 AM

Posts I've Made

In Topic: Big frame time spike when moving camera

Yesterday, 12:22 PM

Make sure you clear any breakpoints, trace points, data breakpoints, etc. you might have set.

A single tracepoint can have observable delays of over 1ms.


Thanks - I don't have any points set anywhere in the code.  I'm happy with the instability of frame time as long as it works fine standalone, as long as it's not my code! :)

In Topic: Big frame time spike when moving camera

Yesterday, 09:42 AM

After a bit more tinkering, I think this might have something to do with running the engine from within Visual Studio.  Built in Release mode and running the exe as a standalone app (in full screen mode), there are no spikes, everything is smooth.  Running the same exe within Visual Studio causes the spikes.

In Topic: WIN32 or WIN64

02 October 2015 - 12:55 PM

Updated everything to 64bit and already things feel slightly faster - not quite sure why. In the end it was a painless switch, the only code change I had to make was to SetWindowLong

In Topic: WIN32 or WIN64

02 October 2015 - 05:30 AM

Are you running out of memory/resources while you target x86? If not then the question becomes "Is it worth it?" smile.png


That was the initial reason, yes

In Topic: Smoothing terrain heights

30 September 2015 - 02:48 AM

By copy do you mean use GetRenderTargetData? I thought that might be incredibly slow on such a big texture as it'll need to copy the whole surface to system mem in order to lock a small part of it?

It doesn't need to leave the GPU. Just use the temporary as a render target and draw the portion of the heightmap texture onto it.

I was hoping to not have to go the route of copying specific areas out of the texture as it could get a bit fiddly, but this seems like the only option.

Thanks both