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emmicart

Software-only performance ...

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Greetings, I''m pretty happy with the performance I get with some of the OpenGL games I made. But I''d like to find a way to make my games run decently on the software-only OpenGL implementation for Windows. I''ve already made the following optimizations to improve the software-only framerate: 1/ I''ve removed depth-testing, texture filters and even perspective correction 2/ I''ve switched to a 320x240 window 3/ I''ve download the last SGI OpenGL Dlls Unfortunately, even with these reductions, I can get more than 9-10 frames per second on a Celeron 666 Mhz. That''s definitively too slow. Do you have any idea on how I could improve the rendering speed ? I''m using very few OpenGL commands, so I would be happy to find an accelerated OpenGL subset (TinyGL would have been great, but it only works under unix < ) ... Thanks, Emmanuel.

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Or use Mesa. It''s very well optimised for a software implementation. But why go for software rendering anyway? I doubt any computer fast enough to do sw rendering at a decent speed would also have a card that can do render 3D in hardware...

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That would be an incorrect assumption.
I am on a 933mhz with 128 megs of ram and I am using an onboard video card that has no OpenGL support. I am also at work and this is my work computer.
But I also get around 70fps when I run my OpenGL progz at 320x200 and around 0.9-17.0 fps when I run at 640x480.


Jason Mickela
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E-Mail: jmickela@sbcglobal.net
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"Evil attacks from all sides
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Try running in 8bit color mode too...

Yeah I know it would be like looking at hairy ass in most cases, but good palette management is a lost art, if you put enough effort into it you''d be surprised at what you could achieve.

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- outRider -

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Software performance will be *low* anyway, in spite of all your optimizations. It''s just impossible to make your programs run on software OpenGL with normal speed. That''s why such games as Quake 1/2, Unreal/Unreal Tournament use their own software renderers. As for DX (hate it!!!), its software rendering speed can be roughly compared with a turtle. Imagine that - 5 fps

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Sure, DX software renderer seems to be a lot slower than
OpenGL''s one.

I already made a sofware renderer for my current 3D engine,
but unfortunately it has some very frustrating limitations.
So I would have been happy to switch to a 100% OpenGL solution.

And I''m too lazy to rewrite this rasterizer ...

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Ya, emmicart, you''re not the only one who is that lazy I have forgotten about software renderer at the early stages of my 3D engine''s development, just when I realized that I can''t get enough speed from Software OpenGL.
But we''re not alone John Carmack has showed us a perfect example of good 3D programming lately by releasing Quake3 which supports *only* hardware accelerated graphics. And what about new Doom... )) Being serious, software rendering is almost dead, and (it''s my personal opinion) it''s time just to forget about it.

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