Closed GoogleCodeExporter closed 9 years ago
First of all, current FPS is limited to 30 to reduce GPU load, but in fact the
game only needs 10fps, as the games logic is being updated at that pace. So
first measure would be to switch to event-base render (once logic stepped ->
render), that would ease up load on GPU.
Next, with our current settings the majority of load is on Terrain (updating
all the tiles, calculating tiles/vertices revelation and HitTesting for units
~=40% of all), so there's no bottleneck in rendering.
Concluding: Even with current not optimal render the average GPU is not the
bottleneck, hence the optimization is required in some place else.
Outcome: We are open to contributions and if someone wants to rewrite our
rendering to VBO or DA or DL - he/she is welcome, but that won't give any
noticeably effect on performance. It would be better to optimize Terrain
access, prebuffer FOW and multi-thread what is possible.
Thanks for your suggestion though, it's nice to see people care about the
project! :)
Original comment by kromster80@gmail.com
on 7 Nov 2011 at 8:04
I'd just like to add that when I turn the FPS limiter and VSync off my
mid-range GPU renders the game at 130-200 FPS :P So rendering really isn't a
big issue as Krom said.
If you zoom out it is possible to make the rendering slow down, I find this
usually occurs when there are 1500 - 2000 sprites on screen at once, and that
is a LOT so I don't blame it for lagging. An example is the multiplayer
Bannockburn. There are thousands of terrain objects on the lower half of the
map, so at 1920x1080 and 2000 sprites I only get 20 FPS... which is still
faster than the game speed so it doesn't matter much. 4000 sprites and I only
get 10 FPS.
If we move to a nicer scaling algorithm for zooming out (so the shadows and
water look nicer) then we might need rendering optimisations. But for now it's
fine.
As Krom said if you or someone else would like to write it like this then
please feel free
Original comment by lewinjh@gmail.com
on 8 Nov 2011 at 2:06
I do agree though - 4000 sprites at 10fps is far from great, but the game is
not meant run in these conditions. The zoom feature is a nice "bonus".
Original comment by kromster80@gmail.com
on 8 Nov 2011 at 5:30
Original issue reported on code.google.com by
lucjansu...@gmail.com
on 6 Nov 2011 at 6:35