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Dark GDK / Goin nuts here... FPS issues

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Smoke sheath
18
Years of Service
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Joined: 19th May 2006
Location:
Posted: 19th May 2006 23:26
Hi folks,

I started out on DBPro and liked it - hit 30000 lines of code before the game became too bogged down to run (15 fps) with a seamless 3d terrain generated on the fly - with 3d trees / flora *grown* dependant on the terrain type, sky (night / day / sun), structured menu system, independant user definable key control ... the whole shebang ... this coded on a pIV 2.8EE with 2gb ram an Radeon 9800 xt. Took me 18 months to write enough code for the machine to choke.

Now on DarkSDK - also i like it, but after a couple of months I have a basic substructre (system object with basic player and associated camera, internal message pump) and *already* i am down to 10 - 16fps ?? I know i am running Debug version of the directX libraries but please help me or I will just have to give up now ! *very* frustrating. Suggestions please ??
Zeal
22
Years of Service
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Joined: 10th Oct 2002
Location: Colorado Springs, CO
Posted: 20th May 2006 04:48 Edited at: 20th May 2006 04:52
In my experience from converting a large project from pro to sdk, there is NOTHING thats SLOWER in sdk. Some of the performance INCREASES you may come across are laughable at best, but like I said, ive never seen anything slow down.

So having said that, im guessing it has to be something different in your code.

*edit well wait a second. U6 got rid of a lot of extra junk, thus resulting in a overall fps increase for most people (my project jumped from 55 to 65ish fps). Sdk is still basically 5.8, so this could be the reason for the difference.

All you need is zeal
Smoke sheath
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 21st May 2006 10:10
Thanks - It just takes someone outside the problem to help you take a step back and go "No!" . Just one misplaced statement was killing the entire code (seemingly unlikely but true) - Zeal, many thanks again 8)

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