sprite3d speed issues
Posted: Thu Apr 08, 2004 8:08 pm
I have a question about sprite3d.
I have a starfield scrolling with about 500 stars, 32x32 pixels blended sprites
I also have about 25-50 128x128 blended sprites scrolling. i also use bilinear filtering.
Everything runs fine here. 60-75 fps
But when i increase the amount 3 times, so 1500/75-150 then it's pretty slow
(20-30 fps)
I find this strange since I have a athlon1600 and a radeon9000 pro wich is a good 3d accelerator, it runs unreal 2004 smooth at high settings.
Is sprite3d a slow or a fast routine? How many sprites3d can a decent computer handle? Is sprite3d unoptimized or something. Because I think my computer could draw much more sprites at a decent speed.
Also can i use normal code between start3d and stop3d like:
start3d:
for g = 1 to 1000
displaysprite3d(1,x(g),y(g),200)
x(g)+1
y(g)+1
next
stop3d
Or is this a bad thing (like it slows the drawing proces by a large amount)
And should I only use the 3dspritecommands between those lines.
I have a starfield scrolling with about 500 stars, 32x32 pixels blended sprites
I also have about 25-50 128x128 blended sprites scrolling. i also use bilinear filtering.
Everything runs fine here. 60-75 fps
But when i increase the amount 3 times, so 1500/75-150 then it's pretty slow
(20-30 fps)
I find this strange since I have a athlon1600 and a radeon9000 pro wich is a good 3d accelerator, it runs unreal 2004 smooth at high settings.
Is sprite3d a slow or a fast routine? How many sprites3d can a decent computer handle? Is sprite3d unoptimized or something. Because I think my computer could draw much more sprites at a decent speed.
Also can i use normal code between start3d and stop3d like:
start3d:
for g = 1 to 1000
displaysprite3d(1,x(g),y(g),200)
x(g)+1
y(g)+1
next
stop3d
Or is this a bad thing (like it slows the drawing proces by a large amount)
And should I only use the 3dspritecommands between those lines.