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skullfire

Reeeaally crap FPS...

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Well, I''m posting this here because I have tried speeding up my engine a lot of ways, but I can''t... My PC is kinda crap, but the engine I had made in C++ Builder(now I''m working with Dev C++) which was about 3 times as large had WAAY better FPS. I mean, look at the results: PC Specs -------- Intel Pentium 3 866 ATI Rage 128 VideoCard C++ Builder older project ------------------------- Normal FPS: 28 Models on Screen(display lists)(moving): ~40 Textures: some of the models where the same model, so basically they used the same textures. About 10 total. Other stuff: 2D ortho HUD, 3DS/BMP/MIDI loading Dev C++ new project ------------------- Normal FPS: 4~5 (WTF?!) Models on Screen(display lists)(not moving): 2 Textures: 3 Other stuff: 1 alpha mapped billboard, way more modulate/optimized coding, 3DS/BMP/TGA/JPG loading, Fonts Now, my question is, what could be the problem with my new engine''s FPS? Is it the Dev C++ compiler or could it be that the modulated code is giving me trouble? I''ve used the profiler, but it aint helping, since the functions that are last longer are the loading functions, basically the same ones for the first engine. I''m really, really sure my code is optimized, very processor healthy(heh), and the Render code is actually a for loop with all the objects on the scene( 3 right now ). It''s very disapointing to get this FPS when you think you''re going on the right track, and much worse when you know, your previous crappier engine runs way better. Any comments? help!

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What are you using for vertex submission? If you''re using immediate mode (glBegin( ) glVertex3f glEnd( )etc) then that''s what''s slowing you down, look into using vertex arrays if that''s the case.

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quote:
Original post by Monder
What are you using for vertex submission? If you''re using immediate mode (glBegin( ) glVertex3f glEnd( )etc) then that''s what''s slowing you down, look into using vertex arrays if that''s the case.

Yeah, I thought about this case... but then again, the older project used glBegin() and glEnd().. plus, as I said, I''m using Displaylists, so I don''t know if the glBegin/End are an issue in this case.

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Hmm I dunno how vertex arrays compare to display lists in terms of speed but I''ve got a feeling vertex arrays are faster.

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post your rendering code.

Also what are the polygon counts of the models you''re rendering? How many texture units are enabled? What resolution are you doing this at? Without more information it is impossible to answer your question.

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4-5 fps is not a matter of optimization etc. display lists are fast, all that stuff is, but even 1000 glbegins wont give 4fps. on your system.

like the previous poster said, something is probably wrong with the opengl initialization.

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quote:
I''ve used the profiler, but it aint helping, since the functions that are last longer are the loading functions, basically the same ones for the first engine.

You sure you''re not calling some load or init function every frame that only needs to be called once?

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quote:

I''ve used the profiler, but it aint helping, since the functions that are last longer are the loading functions, basically the same ones for the first engine.



I run into this problem all of the time. Basically you are going to have to let the application run for more than a few minutes to lower the impact the loading routines have on the overall results. I find that 10-20 minutes works great for that kind of thing.

Have you messed with the order of things at all. All your still sorting by render states and textures etc. You are not creating the display lists every frame are you?

Like the other said some code or high level overview of what you are doing would help quite a bit.

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