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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:
Image

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
:idea: 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 :wink:

FPS ~ 1000

Image

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?)