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A Glimpse.....

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Sir Sapo

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Hey everyone!

So I've been getting paranoid lately about how well the Angels 22 engine will work on a lower end system, or for that matter any computer other than my own. So today I spent some time going through the renderer and making a few little tweaks to get the most FPS out of the thing, and I've been able to successfully get around 800FPS with no fire emitters on my computer, but my computer is relatively high end, so I put together a little performance test app using the engine, which I am going to give to you guys today!

Now this program doesn't let you fly around or drive anything(I still want to tweak that), it does let you zoom around the level using the arrow keys, and it even lets you spawn bombs at the center of the screen, so you can cause some real carnage. There are 3 figures at the top left of the screen, the first on is the FPS(which varies about + or - 5 frames because my timer is crappy), the next figure is the number of times glBindTexture is called per frame, which doesn't really matter to you guys. The last figure is how many textured quads are being rendered each frame. All I really care about is what kind of FPS you guys are getting. I would also like to know at what point it starts to get choppy and laggy (you can use the QUADS RENDERED figure to help me out on this one). Anyways, the link is below, so download it, run it, and let me know how it does.

Angels 22 Performance Test (997Kb)

-------------------Controls------------------------
Arrow keys - move around
Enter - Spawn bomb
Escape - quit
(That should be it, but I probably left a button in there I shoudln't[grin])

Well, there you have it, no guarentees if it will even run though(but hopefully it will[wink])

Let me know what you guys think, I've got to go to work for 6 hours, so I'll check back in a while.....

EDIT: The specs on your computer would be nice too :)
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That is just plain cool.
It stayed consistently above 50FPS (between 50 and 55) up until 3000 quads rendered.

AMD Athlon 64 3200+ 2.01GHz
256MB Sapphire Radeon X700 Pro
3GB RAM

Are you sorting your entities by texture before rendering? The only thing on screen was the background, clouds, terrain, and a ton of bombs (no trees or anything) and I had 93 texture swaps.

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Going balls to the wall (scrolling back and forth and bombing the hell out of the ground)

Windowed:
~4500 quads 55-65 FPS

Full-screen:
~4500 quads 40-45 FPS


(XPS Laptop)
Intel Pentium M 2.13 GHZ
2.00 GB of Ram
Nvidia 6800 Go

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I just tried it on my dad's computer and it started getting choppy at around 500 quads rendered.

Intel Celeron 2.80GHz
1.5GB RAM
32MB Intel Extreme Onboard Graphics Card

I'm going to try my mom's computer if she ever gets off of it[grin]. Scratch that, I can't even get Internet Explorer to run so that I can download it.

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Fullscreen: consistent 60 FPS. The lowest I was able to get was 19 FPS by tapping the enter key as quickly as humanly possible.

Windowed: consistent 75 FPS. The low end here was 19 again, surprisingly.

1.5 ghz XP athlon 1800+
768mb ram
128 mb radeon 9800+ pro

I've been waiting a long time to get my hands on some sort of demo of this game, and this did not disappoint. Excellent work!

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Quote:
That is just plain cool.
It stayed consistently above 50FPS (between 50 and 55) up until 3000 quads rendered.

AMD Athlon 64 3200+ 2.01GHz
256MB Sapphire Radeon X700 Pro
3GB RAM

Are you sorting your entities by texture before rendering? The only thing on screen was the background, clouds, terrain, and a ton of bombs (no trees or anything) and I had 93 texture swaps.


Thanks for trying it! I'm kinda sorting them by type(which essentially sorts by textures) when the level is saved, so that when it is loaded and everything is put in a list, objects using the same texture are next to eachother, reducing texture binds. Also, I bind new textures through my TextureManager class, and before it actually calls glBindTexture() it checks to see if the currently bound texture is the same, which also saves me some swaps. The big problem is that objects added after the initial load are not in any particular order, which really brings the swap number up.

Also, when you were getting those 93 swaps, was that after you blew a lot of stuff up, because I found a problem where the trees weren't getting rid of their fire emitters properly, and they were still switching to the fire texture even after the fire went out, and the tree was offscreen, so that may be why. I usually get no more than 45 swaps when alot of shit is going on, but I just fixed that bug, so hopefully that was the problem with yours.

Quote:
Going balls to the wall (scrolling back and forth and bombing the hell out of the ground)


Now imagine that, but flying the airplane with stuff shooting at you...

Quote:
Fullscreen: consistent 60 FPS. The lowest I was able to get was 19 FPS by tapping the enter key as quickly as humanly possible.

Windowed: consistent 75 FPS. The low end here was 19 again, surprisingly.

1.5 ghz XP athlon 1800+
768mb ram
128 mb radeon 9800+ pro

I've been waiting a long time to get my hands on some sort of demo of this game, and this did not disappoint. Excellent work!


Well its good to know that people are looking forward to this project, and I'm really glad its working out well for everyone! I promise now that I'm a bit more confident in the engine I'll get a proper demo out soon!

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Quote:
Thanks for trying it! I'm kinda sorting them by type(which essentially sorts by textures) when the level is saved, so that when it is loaded and everything is put in a list, objects using the same texture are next to eachother, reducing texture binds. Also, I bind new textures through my TextureManager class, and before it actually calls glBindTexture() it checks to see if the currently bound texture is the same, which also saves me some swaps. The big problem is that objects added after the initial load are not in any particular order, which really brings the swap number up.

Also, when you were getting those 93 swaps, was that after you blew a lot of stuff up, because I found a problem where the trees weren't getting rid of their fire emitters properly, and they were still switching to the fire texture even after the fire went out, and the tree was offscreen, so that may be why. I usually get no more than 45 swaps when alot of shit is going on, but I just fixed that bug, so hopefully that was the problem with yours.


Yup, I had already blown a bunch of things up. It shouldn't really be a problem unless I have unlimited bombs and an itching to lace the ground with them[grin].

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