Rendering speeds

New releases and general discussions.

Post » Wed Apr 02, 2008 2:08 am

Doppel's just mean. I mean, look at that avatar... it's just mean.

It's all "I hate you because I can't figure out this magic eye puzzle behind me."
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Post » Wed Apr 02, 2008 4:54 pm

If you think there's a flamewar warming up here, I have a bucket of water for you: Flamewars Get Threads Locked.
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Post » Wed Apr 02, 2008 5:00 pm

No no im not flaming XD, just talking and that behind my avatar is 80x80x80 piece Rubik.

Edit: Like this one [url:ytmjo7bx]http://youtube.com/watch?v=97CMSfwdfHo[/url:ytmjo7bx]
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Post » Wed Apr 02, 2008 6:51 pm

About optimizations... Is construct sorting objects that share the same texture? It's a lot faster to draw similar things at the same time, so the GPU doesn't have to swap textures all the time.

...But I guess you're already doing this, right? :)
(Or maybe that's what batching is? I'm not that good at this kind of stuff)
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Post » Wed Apr 02, 2008 7:41 pm

[quote="Ashley":24px1o48]Flamewars Get Threads Locked.[/quote:24px1o48]

No flamewars, I was just joking around with Doppel.
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Post » Wed Apr 02, 2008 7:46 pm

deps: the renderer renders from back-to-front. So if you have a bunch of particles sharing the same texture, so long as they're on the same layer or are at least contiguous in the Z-order, there won't be any texture changing. If you intermingle other textures (say, other particles) in the Z order with a high degree of randomness, you will give the GPU more work since it will keep changing texture. At the moment, Construct makes no such optimisations on its own. It's up to you to organise your Z ordering.
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Post » Wed Apr 02, 2008 7:53 pm

[quote="Ashley":52jvuvna]deps: the renderer renders from back-to-front. So if you have a bunch of particles sharing the same texture, so long as they're on the same layer or are at least contiguous in the Z-order, there won't be any texture changing. If you intermingle other textures (say, other particles) in the Z order with a high degree of randomness, you will give the GPU more work since it will keep changing texture. At the moment, Construct makes no such optimisations on its own. It's up to you to organise your Z ordering.[/quote:52jvuvna]

That's helpful to know for tiled games.
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Post » Wed Apr 02, 2008 10:43 pm

Regardless of software, I always try and cut corners performance-wise. Good bit of info though :)
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Post » Wed Apr 02, 2008 11:35 pm

I should probably add up all these hints and put them on an optimisation page on the wiki or something, heh...
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Post » Thu Apr 03, 2008 12:25 am

[quote="Ashley":3pnsdz7a]I should probably add up all these hints and put them on an optimisation page on the wiki or something, heh...[/quote:3pnsdz7a]

You are creating a personal army... make us do it :D :lol:

Now get back to work! :D
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