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why directx is more lower than windib?
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Re: why directx is more lower than windib?On Thu, Oct 9, 2008 at 2:50 PM, Guo Xu <goooxu@...> wrote:
As you can see from your tests the hardware acceleration of DirectX is used only in this test, the other test that gave 10fps is using some strange slow rendering path. The 60fps limit of this case may be dued to the vertical blank sync, check if your screen mode is refreshed at 60hz, and/or try to disable the sync in the GFX card drivers to see if directx can perform more than software mode, and it should be able to do so at least on XP. -- Ing. Gabriele Greco, DARTS Engineering Tel: +39-0105761240 Fax: +39-0105760224 s-mail: Via G.T. Invrea 14 - 16129 GENOVA (ITALY) _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: why directx is more lower than windib?Hi Gabriele Thank you for you reply I cannot find the option of vertical blank sync on my "NVIDIA Control Panel" 1.5.30.22, may be I should install a newer driver.
BTW, now a lot of large games, like WOW, both have the windows mode and fullscreen mode, And they also use DirectX for rendering, but their render speed in windows mode is not slower than fullscreen mode ,why?
2008/10/9 Gabriele Greco <gabriele.greco@...>
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Re: why directx is more lower than windib?On Thu, Oct 9, 2008 at 3:23 PM, Guo Xu <goooxu@...> wrote:
Those are 3d games, you can make fast 3d openGL games, fast both windowed & fullscreen with SDL, but that's a total different story since you could not use SDL_BlitSurface, SDL_FillRect and so on in GL mode. 2d acceleration of SDL at the moment is not very used nor supported, it works only on Win32 and in fullscreen mode, it uses ancient DX5 API, so in the latest version it's disabled by default. Most 2d games works well on modern computer doing everything in software and then doing the final blit to videoram, with SDL this is the ONLY way to go if you want to use also alpha channel surfaces. This will change with SDL 1.3/2.0 that will provide a backend for opengl/directx accelerated 2d gfx, if you feel confortable with SDL 2d API just stick with it and use software mode (IE open the window with something similar to SDL_SetVideoMode(w, h, 0, SDL_SWSURFACE)) if your game is too slow (I doubt it will) you can always try to use SDL 1.3 snapshots or the glSDL extension you can find here http://olofson.net/mixed.html. 2d acceleration provided by a 3d backend like the SDL 1.3 one or glSDL have also the big advantage that works also on Linux and Mac. -- Bye, Gabry _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: why directx is more lower than windib?The screen is redrawn at 60 fps on the hardware (i.e. actually only 60
frames are sent to the physical display) so there is _no_ actual difference between 60fps and 200fps. You should try to time the rendering and SwapBuffers() calls separately because SwapBuffers() waits for the next actual frame to be sent to the hardware. And, vsync is switched off not in _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: why directx is more lower than windib?Thank you Gabriele and Alexander,
I will post the result after I do a new test. 2008/10/10 Alexander Shpilkin <ashpilkin@...> The screen is redrawn at 60 fps on the hardware (i.e. actually only 60 _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: why directx is more lower than windib?Hi Gabriele, Alexander
I Installed a new nvidia driver, it can close the vertical blank sync. And I use glSDL extension did a newer test,
here is the result: >>>testsprint -width 800 -height 600 -bpp 32 -hw -flip 1000
Screen is at 32 bits per pixel Screen is in system memory Sprite is in system memory Sprite blit uses RLE acceleration
217.93 frames per second >>>testsprint -width 800 -height 600 -bpp 32 -hw -flip -directx 1000
Screen is at 32 bits per pixel Screen is in system memory Sprite is in system memory Sprite blit uses RLE acceleration 68.63 frames per second >>>testsprint -width 800 -height 600 -bpp 32 -hw -flip -gl 1000
Screen is at 24 bits per pixel Screen is in system memory Sprite is in system memory 1246.23 frames per second >>>testsprint -width 800 -height 600 -bpp 32 -fast 1000 Screen is at 32 bits per pixel Screen is in system memory Sprite is in system memory Sprite blit uses RLE acceleration 212.30 frames per second >>>testsprint -width 800 -height 600 -bpp 32 -fast -directx 1000
Screen is at 32 bits per pixel Screen is in video memory Screen has double-buffering enabled Sprite is in video memory Sprite blit uses hardware acceleration
151.63 frames per second >>>testsprint -width 800 -height 600 -bpp 32 -fast -gl 1000
Screen is at 24 bits per pixel Screen is in system memory Sprite is in system memory 1247.44 frames per second As Gabriele said, the opengl rendering is much more faster.
And I will try to separate the rendering and swapbuffer later, it will be looked better. Thanks a lot for your advice. 2008/10/10 Guo Xu <goooxu@...>
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