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Moriquendi

OpenGL FPS decrease in Fullscreen mode

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Hello everyone! I'm writting my first own 2D platform game in OpenGL. Yesterday I wanted to run my game in fullscreen. And I did it...but now I have ~30 FPS! It's not enough to play. This is what I done: I run my game in the Windows window in 1280x1024 display resolution. I had ~90FPS. When I run my game in the fullscreen in 1280x1024 display resolution I had only ~30FPS. What's going on?! It's just a simple game - few objects, few colision calculation... I know that my code isn't perfect, but I don't think it's so unefective! What should I do?!

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Quote:
Original post by Black Knight
Is vsync enabled?Try forcing it off in fullscreen mode and see if it makes a difference.


I don't know how to do this :|
I tried use this code:
http://www.devmaster.net/forums/showthread.php?t=443
but program didn't want to compile.

Anyway, I don't think that vsync is enabled. When I run my game in windows (800x600) I have ~150FPS...

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Quote:
Original post by Moriquendi
Anyway, I don't think that vsync is enabled. When I run my game in windows (800x600) I have ~150FPS...
Sounds more like a fillrate issue - 1280x1024 is a *lot* more pixels to render than 800x600.

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In 800x600 (fullscreen) - ~40FPS
In 1280x1024 (fullscreen) - ~30-35FPS

In 800x600 (window) - ~140FPS
In 1280x1024 (window) - ~100FPS
:The difference is quite small...
I have no idea whats hapenning:|

Edit:
How many FPS should I have in 2d platform game?

[Edited by - Moriquendi on July 20, 2009 9:42:00 AM]

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This is just a guess but make sure you have PFD_SWAP_EXCHANGE if you are on Windows. You haven't given much info and haven't shown any code or anything so it would be difficult to say where the problem is.

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Quote:
Original post by V-man
This is just a guess but make sure you have PFD_SWAP_EXCHANGE if you are on Windows. You haven't given much info and haven't shown any code or anything so it would be difficult to say where the problem is.


I can show any of my code, just say witch part. I don't even know in which part of the code the problem could be.
This is a WinMain function.



int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)

WNDCLASSEX windowClass;
HWND hwnd;
MSG msg;
bool done;
DWORD dwExstyle;
DWORD dwstyle;
RECT windowRect;

int width = 1280; //800 1280
int height = 1024; //600 1024
int bits = 32;

fullScreen = true;



windowRect.left=(long)0;
windowRect.right=(long)width;
windowRect.top=(long)0;
windowRect.bottom=(long)height;

windowClass.cbSize = sizeof(WNDCLASSEX);
windowClass.style = CS_HREDRAW | CS_VREDRAW;
windowClass.lpfnWndProc = WndProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = hInstance;
windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
windowClass.hbrBackground = NULL;
windowClass.lpszMenuName = NULL;
windowClass.lpszClassName = "MojaKlasa";
windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO);


if (!RegisterClassEx(&windowClass))
return 0;

if (fullScreen)
{
DEVMODE screenSettings;
memset(&screenSettings,0,sizeof(screenSettings));

screenSettings.dmSize = sizeof(DEVMODE);
screenSettings.dmPelsWidth = width;
screenSettings.dmPelsHeight = height;
screenSettings.dmBitsPerPel = bits;
screenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;


if (ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
if (MessageBox(NULL, "Przelaczenie do wybranego trybu graficznego nie jest możliwe\n"
"Czy przejsc do tryby okinkowego?",
"Programowanie gier w OpenGL",
MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
{
fullScreen = true;
}
else
{
return FALSE;
}
}
}
if (fullScreen)
{
dwExstyle = WS_EX_APPWINDOW;
dwstyle = WS_POPUP; // okno bez ramki i paska tytułu
ShowCursor(FALSE); // ukrywa kursor
}
else
{
dwExstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwstyle = WS_OVERLAPPEDWINDOW;
}



AdjustWindowRectEx(&windowRect, dwstyle, FALSE, dwExstyle);

// tworzy okno
hwnd = CreateWindowEx(NULL,
"MojaKlasa",
":-------------o",
dwstyle | WS_CLIPCHILDREN |
WS_CLIPSIBLINGS,
0, 0, x,y
windowRect.right - windowRect.left,
windowRect.bottom - windowRect.top,
NULL,
NULL,
hInstance,
NULL);


if (!hwnd)
return 0;

ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);

done = false;
Initialize();


while (!done)
{
PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);

if (msg.message == WM_QUIT || koniec == TRUE)
{
done = true;
}

else
{
////fps////
// obliczamy czas generowania ostatniej klatki
fNewTime = GetSecs();
dt = fNewTime - fTime;
fTime = fNewTime;


/////////////
Render();

TranslateMessage(&msg);
DispatchMessage(&msg);

++uFrames;
fFPSTime += dt;
if (fFPSTime>= 1.0f)
{

fFPS = uFrames / fFPSTime;
uFrames = 0;
fFPSTime = 0.0f;
}

}

if (fullScreen)
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
}
return msg.wParam;
}





and a PixelFormat()


void SetupPixelFormat(HDC hDC)
{
int nPixelFormat;

static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0 };

nPixelFormat = ChoosePixelFormat(hDC, &pfd);

SetPixelFormat(hDC, nPixelFormat, &pfd);
}

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It may be the copypaste into the forum, but that looks like you're calling ChangeDisplaySettings(NULL,0) every iteration of your while if fullscreen is true. Should that if(fullscreen) be after the while rather than in it?

Oh, and I wouldn't TranslateMessage and DispatchMessage unless the return value from PeekMessage is nonzero. I think you're repeat sending stuff.

You're probably better off with something like:


while(!done)
{
while(PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE))
{
if(msg.message == WM_QUIT)
{
done = true;
}

TranslateMessage(&msg);
DispatchMessage(&msg);
}

Render();
}

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Quote:
Original post by subi211
It may be the copypaste into the forum, but that looks like you're calling ChangeDisplaySettings(NULL,0) every iteration of your while if fullscreen is true. Should that if(fullscreen) be after the while rather than in it?

Oh, and I wouldn't TranslateMessage and DispatchMessage unless the return value from PeekMessage is nonzero. I think you're repeat sending stuff.

You're probably better off with something like:


while(!done)
{
while(PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE))
{
if(msg.message == WM_QUIT)
{
done = true;
}

TranslateMessage(&msg);
DispatchMessage(&msg);
}

Render();
}


Yes, yes, yes, yes!!!
Thaaaanks! I love you ;D :D
It's working.
Now I have ~90-95 FPS in 1280x1024 in fullscreen mode. (btw. Is it good result?:P)

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Quote:
Original post by Moriquendi
Now I have ~90-95 FPS in 1280x1024 in fullscreen mode. (btw. Is it good result?:P)
Can't tell if it is good or not without seeing the complexity, and knowing the hardware you are running it on. Throw up some screenshots or better yet, a high quality youtube video, along with the machine specs.

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