New game idea needs measuring...

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  • Hi all,

    I need some information, please help by downloading this test application:

    physefxrate.exe (1.48 MB)

    After the start the framerate is measured. After 3 seconds the value is shown for 1 second, It would be nice if you could tell me that value, but most important is what follows. A bunch of sprite particles is spawned and you will see "max sprite particles: (somenumber)" Please let the simulation run for at least 1 minute, 2-3 minutes are perfect, and then post that max sprite particles value. You may experience a drop of the framerate, that's intended, as it goes to the limits. But the app regulates itself, the sprite spawning is interrupted until the framerate rises again.

    My values

    fps: 85

    max sprite particles: 374

    Thank you very much in advance!

  • fps: 60

    max sprite particles: 615

    (on laptop)

  • 59

    511

  • fps: 60

    max sprite particles: 452

  • 60 and 594.

  • FPS 59

    Particles 606

    EDIT : Laptop too.

  • 61 FPS

    max sprite particles: 390

  • 62 FPS

    539 Particles

    64bit Laptop with Intel Graphics (If that means anything)

  • FPS: 60

    Max Particles: 617

    Pretty sure I wouldn't see a drop in framerate with up to 2000 particles but they drain off the screen at the same rate as they are spawned.

    *EDIT*

    Max Particles reached 642 after leaving it going for awhile.

    Framerate still 60fps.

    ~Sol

  • FPS: 72

    Particles: 315

  • Thanks guys. I think I know which way to go now.

    64bit Laptop with Intel Graphics (If that means anything)

    Actually it does. It confirms that with the effects and such the physics still are the time consuming part. (cpu more important than gpu)

    Pretty sure I wouldn't see a drop in framerate with up to 2000 particles but they drain off the screen at the same rate as they are spawned.

    That could easily be, although there are a few things going on behind the scenes (e.g. a for each loop in every tick setting values through math equations). But my goal with this test was to find the lowest max value to bring it down to a common denominator. Next step will be making it time dependent instead of frame dependent as much as possible.

  • Tulamide how did you do those awesome water effects?.Mine is 75 fps 700 particles.

  • Tulamide how did you do those awesome water effects?.Mine is 75 fps 700 particles.

    Inspired by the quaziblobs, I created an effect doing it, let's call it the blob-shader. But it's not completed yet, that's why I didn't post it yet.

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  • Is there a source code available?

  • Is there a source code available?

    page 1, post 9 "fluid.rar"

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