Rendering speeds

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  • Some of you may have noticed somewhat sluggish results when alot of different textures are created, or objects with many effects.

    I am happy to announce (and this is not an April Fools joke ) that by the tests done, I measure an increase of up to 1000%. Pixel Shader 0.0 operations (such as additive) have also been increased by around 200% in speed, and I hope to optimize other PS effects.

    When 0.94 is released, it'd be good to collate some testing information of the general increase .

  • Okay, out with it. How much of your soul was traded for that kind of increase?

    In all seriousness, I am interested in what change you made to the rendering engine specifically. Were there any sacrifice along the way?

  • Captain its called Optimalization, you get faster program by deleting useless or changing slow algorythms without loosing anything (exept your time).

  • Silly Doppel, Captain knows about optimization. But that's just a general thing. I like to know what KINDS of optimization. It doesn't have to be a senior thesis on the thing, just a nice couple of paragraphs that make me say "hmm, that's very interesting."

  • I think maybe he optimalized the whatsits by twiddling the thingumers.

    Just a guess.

  • Silly Doppel, Captain knows about optimization. But that's just a general thing. I like to know what KINDS of optimization. It doesn't have to be a senior thesis on the thing, just a nice couple of paragraphs that make me say "hmm, that's very interesting."

    You can compare sources of 0.93 and 0.94 =D

  • Just because I'm interested in the stuff doesn't mean I have experience with it. I don't even have a compiler. What's got you so defensive about this?

  • Just because I'm interested in the stuff doesn't mean I have experience with it. I don't even have a compiler. What's got you so defensive about this?

    Boredom i guess...

  • Well, it's much more efficient to send commands to the GPU all in one go (in a batch) than separately. I hadn't realised effect rendering wasn't batched, so was just a matter of fixing that.

  • And NOW I say, "Hmm, that's very interesting." And it is. Thanks, Ashley!

    Doppel, I may not be a programmer (one semester of Java doesn't really cut it) but I still like to be in on this sort of stuff. You and I might get along better if you would consider my future inquiries as innocent and harmless, and perhaps realize I'm not some kid vying for attention.

  • Doppel's just mean. I mean, look at that avatar... it's just mean.

    It's all "I hate you because I can't figure out this magic eye puzzle behind me."

  • If you think there's a flamewar warming up here, I have a bucket of water for you: Flamewars Get Threads Locked.

  • No no im not flaming XD, just talking and that behind my avatar is 80x80x80 piece Rubik.

    Edit: Like this one http://youtube.com/watch?v=97CMSfwdfHo

  • About optimizations... Is construct sorting objects that share the same texture? It's a lot faster to draw similar things at the same time, so the GPU doesn't have to swap textures all the time.

    ...But I guess you're already doing this, right?

    (Or maybe that's what batching is? I'm not that good at this kind of stuff)

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  • Flamewars Get Threads Locked.

    No flamewars, I was just joking around with Doppel.

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