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Posted: Sat Apr 04, 2009 12:56 pm
by dige
50fps @ ATI Radeon 9550, Athlon 64x2, WinXPx32
Posted: Sat Apr 04, 2009 10:01 pm
by IceSoft
Here another DirectX9 speed test (written by me):
Please use the star0.png from eddys speedtest.
There are a 32bit and a 64 bit version.
You can change the DeltaSpeed with the mouse wheel.
You can add 50 new sprites with the left mouse button.
Right mouse button removes 50 sprites.
I got ~249 FPS with 500 sprites.
http://www.datafilehost.com/download-6be0b2d9.html
Screenshot:

Posted: Sat Apr 04, 2009 11:56 pm
by Deeem2031
Wow, what a difference between 32 and 64bit:
32bit - 500 Sprites: ~1380 fps
64bit - 500 Sprites: ~1640 fps
And still 90 fps with 64bit 10000 sprites - nice work!
Eddys Speedtest only reaches 68 fps.

Posted: Sun Apr 05, 2009 12:16 am
by blueznl
Previous test didn't run on my machine. This one does. 750 fps at 500 with a movie playing on the second monitor

Posted: Sun Apr 05, 2009 12:55 am
by Deeem2031
@blueznl: You need to put the Engine3D.dll in the directory to start eddys speedtest. Dunno why we don't have to with IceSofts, maybe wrong subsystem? Or is it the PBs DX9?

Posted: Sun Apr 05, 2009 8:40 am
by IceSoft
You can test my speed example with your own sprite too.
Rename your sprite to: star0.png (=128x128) (e.g.: Rename star1.png (512x512) to star0.png)
Transparent color is $0.
Each sprite size is working (I hope so)
Posted: Sun Apr 05, 2009 2:58 pm
by eddy

I have to code a CreateSpriteParticles if I want the same result.
This lib becomes huge.
Posted: Sun Apr 05, 2009 8:34 pm
by eddy
I'll add this feature in the main demo.
Damn, I've headaches because of all trigo calculations
FPS ~ 1000

Posted: Sun Apr 05, 2009 10:16 pm
by eddy
Posted: Sun Apr 05, 2009 11:08 pm
by IceSoft
@eddy,
about your 2nd speed test:
You write on the title screen: count 500
But it looks like there are not all 500 particles on the visible screen area the whole time

Posted: Sun Apr 05, 2009 11:13 pm
by eddy
It's a single mesh-entity. All particles are rendered at the same time.
Posted: Mon Apr 06, 2009 12:01 am
by Deeem2031
Nice work, now it's even faster than IceSofts speedtest: ~2220 fps
Posted: Mon Apr 06, 2009 12:21 am
by eddy
Deeem2031 wrote:Nice work, now it's even faster than IceSofts speedtest: ~2220 fps
Good... This sprite type will be dedicated to particles FX.
I don't plan to generalize this.
Before :
1 particle = 1 Mesh = 1 entity = N effects
After :
N particles = 1 Mesh = 1 entity = N effects
Posted: Mon Apr 06, 2009 6:20 am
by IceSoft
eddy wrote:
Before :
1 particle = 1 Mesh = 1 entity = N effects
After :
N particles = 1 Mesh = 1 entity = N effects
What does it mean?
It is only so fast because is is only a N to 1 relationship (Particles to Meshes relationship)?
Or little bit easier: It is only so fast because it is only one sprite?
Posted: Mon Apr 06, 2009 11:04 am
by Num3
IceSoft wrote:eddy wrote:
Before :
1 particle = 1 Mesh = 1 entity = N effects
After :
N particles = 1 Mesh = 1 entity = N effects
What does it mean?
It is only so fast because is is only a N to 1 relationship (Particles to Meshes relationship)?
Or little bit easier: It is only so fast because it is only one sprite?
I think he means that instead of creating 1 mesh for each particle, he's only using 1 mesh for displaying all particles on it...
So instead of having thousand of triangles on the scene, eddy has reduced it to just 4 (8 maybe?)