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Dark GDK / Slow 2D

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James Bondo
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Posted: 12th Dec 2006 21:37
How come the Box and Line commands are SO slow?



Running it as it is gives me 120-130 fps, in dbp i get 640fps.
Uncommenting the box command gives me 12 fps, same code in DBP gives med 120.

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Argon Knight
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Posted: 13th Dec 2006 04:43
is it an illusion since your are not clearing the screen with the CLS command?
James Bondo
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Posted: 13th Dec 2006 09:20 Edited at: 13th Dec 2006 09:22
Its just a small snippet, and yes its somekind of effect.
Im looking for something looking cool as a background for a small 3D game im converting.
Its some code i converted from DBP, and in DBP it runs nice... but in DGDK.NET its unbearably slow. (talking seconds per frame rather than frames per second)

I'll see if i can find the link to the DBP code.

CLS makes it faster?

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James Bondo
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Posted: 13th Dec 2006 09:48
Ok, i failed to find the link... but i have the original code.
It was from some kind of thread where there was a few graphical examples of some nice effects.



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Niels Henriksen
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Posted: 13th Dec 2006 18:20
Can it be this:


Use the console for debugging maybe that will be faster.

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Niels Henriksen
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James Bondo
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Posted: 14th Dec 2006 02:04 Edited at: 14th Dec 2006 02:07
No, i did that in the beginning.

That line actually runs twice as fast as


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APEXnow
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Posted: 14th Dec 2006 02:09
I can't confirm this ok, but because the .NET version of the toolkit uses the DGDK platform, this will not be completely inline with the DBP codebase, and therefore may result in slower performance on the 2D commands. Reasoning behind this is that iirc, TGC had made changes to the 2D stuff, including sprite handling that resulted in a performance gain in DBP when the 5.8 update was released.

I cannot confirm if this has been done with DGDK. At anyrate, when I have a bit of time, I'll try to stress test these functions to see if there is any problems. I will state though that you're probably gonna benefit from someone doing the exact same stress test in the DGDK (C++) version as well, just to be sure that this isn't a .NET issue.

Paul.

Morcilla
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Posted: 14th Dec 2006 10:30
You won't like to know that DGDK (and therefore DGDG.NET) is slower than DBPro with some commands.

http://forum.thegamecreators.com/?m=forum_view&t=62533&b=22

Although, I haven't made any testing so far, I was supposing that DGDK was faster at 2D ...
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Posted: 14th Dec 2006 16:25
Quote: "Although, I haven't made any testing so far, I was supposing that DGDK was faster at 2D "


You have to appreciate that both DGDK and DGDK.NET will be at the moment. The DBP code base is more uptodate than DGDK and DGDK.NET although Mike and the team are working on this as we speak. Once the C++ version is inline with DBP, both toolkits will perform as fast, or even faster than DBP.

Paul.

James Bondo
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Posted: 14th Dec 2006 17:49
Actaully, i think its C# that is slow.

An empty loop (like the one in my first post) runs much slower than a loop in DBP. 5-6 times speed difference actually for the same amount of loops.

I thought about testing with other loops than for (while/foreach) to see if it was only the for loop suffering... stay tuned ^^

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James Bondo
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Posted: 14th Dec 2006 17:59
This is about 5-10% slower than for loop


And this is variating alot. Sometimes faster than for loop, other times slower than while, but generall +/- 5%.


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APEXnow
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Posted: 14th Dec 2006 18:19
What Sync rate have you setup? I'm not entirely convinced that the timing on both of those code snippets is accurate. Would you be willing to post the entire source because doing the Sync call will invariably change the timing depending on the refresh rate as well.

The ideal test would be to use proper start/end benchmarking on the actual code executed before Sync is called.

Paul.

James Bondo
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Posted: 14th Dec 2006 18:25
Heres an extreme example.

C#


DBPro


This is a Plasma code snippet made by Ric (in the 20Liner forum i think)


DBPro gives me ~100 frames per second
DGDK.NET gives me ~65 seconds per frame

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James Bondo
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Posted: 14th Dec 2006 18:27
My monitor is running 75 Hz refreshrate and i disabled vertical sync to up the fps.
The code has SyncRate(0). There is no more code.

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APEXnow
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Posted: 14th Dec 2006 19:59
Ok, I'm investigating this because even if I completely remove the code for the itterations, i.e, just rotate's the matrix, the frame rate is way slower than DBP's. The thing is, I'm still not convinced about the C# itteration speed because until DGDK is inline with the DBP 6.3 codebase, I know that the system will perform slower anyway. I'll let you know how it goes.

Paul.

James Bondo
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Posted: 14th Dec 2006 23:12
maybe we should try to compare with whatever version of DBP it is on par with.

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APEXnow
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Posted: 15th Dec 2006 00:21 Edited at: 15th Dec 2006 00:21
This is most odd, I converted the sample to run under the DGDK (C++) version as well, and DBP outperforms that! O.O

I'm convinced that this is a codebase issue.

Paul.

Miguel Melo
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Posted: 15th Dec 2006 19:26
This sort of slowdown has been reported in the past and people never quite understood why the C++ version is slower than the DBP version on some functions/functionality.

I can only conclude that the GDK core codebase isn't quite the same as DBP as we expect/are led to believe... which would justify why certain things that have always worked on DBP (like ghosting) are broken in the 1.6.2c update.

I have vague plans for World Domination

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