Software-only performance ...
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.
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...
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
ICQ : 873518
E-Mail: jmickela@sbcglobal.net
------------------------------
"Evil attacks from all sides
but the greatest evil attacks
from within." Me
------------------------------
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
ICQ : 873518
E-Mail: jmickela@sbcglobal.net
------------------------------
"Evil attacks from all sides
but the greatest evil attacks
from within." Me
------------------------------
basically any per pixel stuff is gonna kill performance in software opengl thus turn off textures blending etc
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 -
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.
------------
- outRider -
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
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 ...
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 ...
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.
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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