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Storm
Joined: 11 Apr 2006 Posts: 742
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Posted: Sun Nov 09, 2008 3:20 am Post subject: |
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Normaalu PIX logu nevareeju dabuut jo aplikaacija neiziet vispaar normaalaa veidaa, bet debug logu paskatoties ja tas ir taa kaa rakstiits izpildiits - sausamas, katrs rendersteits ir kaadas 30 reizes paarlikts... nu moins.
Moka: Debug with PIX! This program has serious issues that should be resolved! Do you set all renderstates (like alphablend cull mode etc) for each of more than 30 plumes? This is insane :D
EDIT:
Ok, here is your problem ->
Code: |
technique Plumes {
pass p0 {
AlphaBlendEnable= true;
ZWriteEnable = false;
CullMode = 0;
SrcBlend = SRCALPHA;
DestBlend = ONE;
vertexshader = compile vs_2_0 vs_TC();
pixelshader = compile ps_2_0 psPlumes();
}
}
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You set all these renderstates every time you call begin() to your effect pass. You should (at least if you are drawing more than one ):
1. Delete those renderstate sets form your shader
2. Set those renderstetes before you start rendering
3. Don't set vertex/index buffers, vertexdeclaration each time you render one plume, set it only once
4. Don't call begin/end effect each time you render one plume - call it once and then render all plumes inside effect, you can set data that changes (in this case that would be "const float4 VertPos[250]") by setting it inside effect's begin/end,before draw primitive call and then calling D3D effect command CommitChanges() http://msdn.microsoft.com/en-us/library/bb205819(VS.85).aspx
5. You can gain additional performance if you use hardware instancing - but only if you render a lot of them.
This will help you will save CPU time you currently waste a lot by sending redundant data to GPU _________________ Izraadaas ka dazu dev.gamez.lv lietotaaju absurdaa ignorance meedz eksisteet arii augstaakas paakaapees : http://www.gamedev.net/community/forums/topic.asp?topic_id=411552 |
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bubu Indago Uzvarētājs
Joined: 23 Mar 2004 Posts: 3223 Location: Riga
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Posted: Sun Nov 09, 2008 12:56 pm Post subject: |
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Es to aplikāciju vispār nevarēju aizvērt. Ne ESC, ne Alt+F4, ne speišana uz loga aizvēršanas krustiņa nestrādāja. Vienīgais kā to aizvēru bija ar task menedžera palīdzību - nokillojot procesu. |
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kkeemmss
Joined: 04 Jan 2007 Posts: 232 Location: Riga
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Posted: Sun Nov 09, 2008 1:07 pm Post subject: |
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Nezinu kāpēc tiem ar krutajiem kompjiem kautkas neiet kā vaidzētu,
bet mans kara laika grausts FPS rāda 30 / ~300
pentium4 2.66 Ghz,
Radeon X1650 |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Sun Nov 09, 2008 1:26 pm Post subject: |
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Storm wrote: | Kaa arii 8800M GTX ir 64 stream processors vs 8800GT 112, turklaat 8800GT arii lielaaka core frekvence (500 vs 670)
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dzeram?
http://www.nvidia.com/object/geforce_8800m.html
Stream Processors 96
os - xp _________________ ...un ja bites buutu laachi... |
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Storm
Joined: 11 Apr 2006 Posts: 742
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Posted: Mon Nov 10, 2008 3:40 am Post subject: |
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Dzeram Oi sory paarkskatiijos, bet vienalga mazaak - tas tikai paraada to ka taa aplikaacija ir CPU limiteeta - bet tas neizskaidro kapeec tie sw freimi tik diivaini, cik es sapratu tad moka daudz neko nevarees dariit jo to ko es nosaucu laikam nevar iestaastiit lietojot to Xors3D ko vins lieto grafikai, kaut gan tas tiesaam LOTI paliidzeetu it seviksi tiesi speelee jo cik skatos tad valoda ir kaut kaads BASICa paveids buutu izdeviigi ietaupiit to tonnu ar draivera darbu uz cpu.. heh
I don't really know moka if api's you chose would be applicable to game environment... You are sure that Blitz3D would not be better? I hope it gives a lot more control of things... i could not found any functions in xors3D that gives you ability to control all the stuff you normally could to improve your performance... _________________ Izraadaas ka dazu dev.gamez.lv lietotaaju absurdaa ignorance meedz eksisteet arii augstaakas paakaapees : http://www.gamedev.net/community/forums/topic.asp?topic_id=411552 |
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EDDY
Joined: 07 Oct 2005 Posts: 1610 Location: Dzimtā zeme, Latvija
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Posted: Mon Nov 10, 2008 8:35 am Post subject: |
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Nu kā, bubu ... CPU sūta datus videokartei. Parasti to dara vienreiz, ja ir izmantoti VBO ...
Rekur mani dati:
23-24 fps
42.70 - 43.23 ms
Ar space
301-313 fps
3.13 ms
Dators -
Pentium D820 (Intel),
HD3850 512 MB (ATI),
2 X 512 MB RAM (GeiL).
Man ar Escape strādā. FPS nekrītās. FPs lēkāšana ir parasta lieta. _________________ Monday|Tuesday|Wednesday|Thursday|Friday|Saturday|Sunday |
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bubu Indago Uzvarētājs
Joined: 23 Mar 2004 Posts: 3223 Location: Riga
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Posted: Mon Nov 10, 2008 8:53 am Post subject: |
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EDDY wrote: | Nu kā, bubu ... CPU sūta datus videokartei. Parasti to dara vienreiz, ja ir izmantoti VBO ... :wink: |
Protams, ka sūta datus. Vienalga izmanto VBO vai neizmanto. Vienmēr sūta.
Taču tu tur iepriekš teici pievērst uzmanību funkciju sūtīšanai videokartei. Kā var sūtīt funkciju? Nokompilētu mašīnkodu ieliek VBO un liek zīmēt? |
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MoKa
Joined: 10 Oct 2007 Posts: 79 Location: Daugavpils
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Posted: Mon Nov 10, 2008 10:44 am Post subject: |
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Storm, i havent any papper for this effect, its my own
You can create massive for all X,Y,Z coordinates, every vertex, and offsets every update by index+1, and first in massive - set new position of vertices, and every render time, send massive with coordinates.
FPS tev ir mazāk, jo Vista emulates DX9 using DX10, bet XP darboja ar viņu using normal DX9..
Hm, about the optimising, i just testing this engine, and thinkin about some interface thinks, but doesnt writing it by own (havent any time after work to write own engine..)
But ill think about friendly interface to realise Rendering objects Packs, whitch uses same render states, and will renderable using one pass..
Paldies visiem par atbildiem. _________________ Текущий Инструментарий: BlitzMax + Xors3D + FastImage + PhysX + sFXe |
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bubu Indago Uzvarētājs
Joined: 23 Mar 2004 Posts: 3223 Location: Riga
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Posted: Mon Nov 10, 2008 11:39 am Post subject: |
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MoKa wrote: | FPS tev ir mazāk, jo Vista emulates DX9 using DX10, bet XP darboja ar viņu using normal DX9.. |
Emulē vai neemulēt, bet nu manā pieredzē es neesmu redzējis būtisku atšķirību fps'ā. Varbūt tikai tik minimāli, ka bezjēdzīgi samērīt. Darbā ir divi datori ar hd2400 kartēm. Vienam Vista, otram XP. Atšķirības laižot spēles ir minimālas. Es pat teiktu dažas spēles uz Vistas iet labāk (Half-Life 2).
Quote: | Programmētājiem, kas aizraujas ar 3d grafiku, der arī pamācīties videokaršu arhitektūru ... |
Un attiecīgi ne-programmētājiem derētu pamācīties attiecīgos vispārpieņemtos terminus, kurus lieto, runājot par attiecīgo tēmu. Citādi bezsakarīgs teksts sanāks, un tevi neviens nesapratīs. |
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Storm
Joined: 11 Apr 2006 Posts: 742
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Posted: Mon Nov 10, 2008 1:27 pm Post subject: |
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Ha, i think that all esc not working stuff is something to do with ati vs nvidia, as i can see from debug log there are some weird things like testing device caps for 6x antialiasing (and that is ati only) and other weird stuff, thro i dont see any of this stuff to be instructed in code, so it must be just the xors3D dll... EDDY'S got some ati card and its seems to work, i guess then that you have ati card to huh? _________________ Izraadaas ka dazu dev.gamez.lv lietotaaju absurdaa ignorance meedz eksisteet arii augstaakas paakaapees : http://www.gamedev.net/community/forums/topic.asp?topic_id=411552 |
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MoKa
Joined: 10 Oct 2007 Posts: 79 Location: Daugavpils
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Posted: Mon Nov 10, 2008 1:58 pm Post subject: |
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No i have GF (9500GT Overclocked)
ATI has some troubles with shaders.. _________________ Текущий Инструментарий: BlitzMax + Xors3D + FastImage + PhysX + sFXe |
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EDDY
Joined: 07 Oct 2005 Posts: 1610 Location: Dzimtā zeme, Latvija
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Posted: Mon Nov 10, 2008 2:42 pm Post subject: |
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MoKa wrote: | ATI has some troubles with shaders.. |
See no problem in your example.
Bet dažās spēlēs (SoF 3, FarCry 2) ir redzami ēnu artefakti.
Un tas ar jaunākiem draiveriem un SP3. _________________ Monday|Tuesday|Wednesday|Thursday|Friday|Saturday|Sunday |
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