(edit) THIS ISSUE DOES NOT EXIST WITH STUDIO 0.95 WHICH IS AS FAST AS CLASSIC
Hey,
just ran this code in both latest Classic and latest Studio ( remember to comment out the line #renderer "Basic" when running the code in Classic )
//#renderer "Basic"
SetErrorMode ( 0 )
#option_explicit
SetWindowSize ( 1920, 1080, 1 )
setsyncrate ( 0, 1 )
#constant MAX 2000
i as integer
image as integer
SetRandomSeed ( GetMilliseconds() )
TYPE logos
ID as integer
speed as float
xpos as float
ypos as float
ENDTYPE
dim logo[MAX] as logos
image = loadimage ( "logo.png" )
for i=1 to MAX
logo[i].ID = CreateSprite ( image )
SetSpriteSize ( logo[i].ID, 5, -1 )
logo[i].xpos = random ( 3, 97 )
logo[i].ypos = 105
logo[i].speed = random ( 10, 100 ) / 100.0
SetSpritePositionByOffset ( logo[i].ID, logo[i].xpos, logo[i].ypos )
next
// MAIN LOOP
repeat
// move logos
for i= 1 to MAX
logo[i].ypos = logo[i].ypos - logo[i].speed
SetSpritePositionByOffset ( logo[i].ID, logo[i].xpos, logo[i].ypos )
// reset logo when it has left the screen
if logo[i].ypos < -10
logo[i].xpos = random ( 3, 97 )
logo[i].ypos = 105
logo[i].speed = Random ( 10, 100 ) / 100.0
SetSpritePositionByOffset ( logo[i].ID, logo[i].xpos, logo[i].ypos )
endif
next i
Print ( trunc ( ScreenFPS() ) )
Sync()
until GetRawKeyPressed ( 27 )
END
When using Vulkan, it's extremely slow.
When using the basic renderer, it's WAY FASTER in AppGameKit Classic than in AGKS ( 3-4 times on my machine ).
Compiled 64bit on both.
RIG: 970 GTX, Win10 PRO
Please find attached the complete project!