• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
lancemao

VBO no performance boost at all

3 posts in this topic

Hi Guru,

 

I implemented VBO. However, after testing, I found no performance boost at all. I tested on Latest Samsung Android phones like S4, iPhone4S, iPad4, and iOS emulator (although I read from internet that emulator might not benefit from VBO)

 

Here is my code 

 

GLuint name[1];
glGenBuffers(1, name);
GLuint vboHandle = name[0];
vertexBuffer->setPositionHandle(vboHandle);
glBindBuffer(GL_ARRAY_BUFFER, vboHandle);
glBufferData(GL_ARRAY_BUFFER,
             vertexBuffer->getPositionLength() * sizeof(float),
             vertexBuffer->getPosition(), GL_STATIC_DRAW);
 
and set pointer as follow:
if (isBound)
{
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->getPositionHandle());
}
 
glVertexAttribPointer(vPositionHandle, vertexComponentSize, GL_FLOAT, GL_FALSE, 0, isBound ? 0 : vertexBuffer->getPosition());
 
I confirm these functions are called. And when I disable VBO, I will end up setting pointer every frame. But there is no performance boost
 
Any Idea is highly appreciated, thanks!
 
-Lance

 

0

Share this post


Link to post
Share on other sites

How were you measuring the impact of your optimisation?

 

An optimisation like this can be expected to give a speedup on the CPU by requiring less work to be done in constructing the command buffer, and a speedup on the GPU by requiring less work in consuming the command buffer and fetching the vertices.

 

However, this may not be reflected in your frame rate if your frame rate is currently being limited by some other factor. For example, the fill-rate (that is, the per pixel processing on the GPU), may be so large relative to everything else that it is the single factor that is currently limiting your frame rate. The platforms you mention are often fill-rate bound as they tend to have a lot of pixels relative to their GPU power.

 

A quick and dirty test to see if you are fill rate bound is to setup a scissor rectangle so that only a tiny square of pixels are drawn. If you want to investigate further then Apple have reasonable profiling tools (renderer utilization is the main indicator of whether you're fill rate bound - here's a relevant link http://stackoverflow.com/questions/4511241/by-what-is-my-ios-opengl-es-2-0-apps-performance-bound)

0

Share this post


Link to post
Share on other sites

apology for missing info

 

so I use one single call to test. I simply increase the number of vertex so that it cannot reach 60 fps on either platform, as they will vsync on 60 FPS. but with/out VBO, i got exactly same fps

 

glDrawArrays(GL_POINTS, 0, elementCount);

 

in order to make sure vertex data copying is happening many times, I modified my program so that I call multiple glDrawArray instead of one. I assume without VBO, whenever glDrawArray (or glDrawElement) is called, GPU will firstly copy vertex data into command queue and later copy again to GPU, whereas for VBO, it will copy only once. Unfortunately, I still got exactly same fps

 

BTW, you can find full source code here:

http://code.google.com/p/openmobile3d/

 

thanks for your time and effort

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0