Game Development Community

Poor Scrolling Performance

by Pete111 · in Torque Game Builder · 03/03/2005 (10:22 pm) · 4 replies

Is work being done on the scrolling perfomance? Tiles look great scrolling at tile size 8+ but anything smaller flickers and chugs. I've tried varying resolutions and have roughly the same results.

#1
03/04/2005 (2:16 am)
@Pete: There's always a limit to any computer system, it isn't just a case of making the software have better performance. Finding the bottleneck is important. Could be a T2D problem but I need to know more.

The tile-size means nothing at all as it doesn't explain how many tiles are being rendered in your view. How many tiles are being rendered? What are the texture sizes for the tiles? Do they have animation? What is the CPU/GPU? Are you rotating the tile-layers?

Also, the tilemaps should never flicker, that would be a bug if it did. The tilemaps appear/disappear near the edges as tiles come in and out of the tile-layers window, that is normal. Tiles shouldn't flicker when they are in the tile-layers window size (b/box).

- Melv.
#2
03/05/2005 (4:52 pm)
I think the size of the tile png has a lot to do with it. I just noticed that the default map tiles (water, crate, etc) rendered better when I made them smaller. I am still noticing that often times I can see a slight black edge between tiles.
#3
03/05/2005 (5:15 pm)
Hey Melv, I see flickering tilemaps. As they autopan on by they flicker.
#4
03/05/2005 (5:57 pm)
This sounds suspiciously like a mipmap minification issue. I, too, notice that if you scale objects down to really small, they cause flickering as they move. The black borders can also be caused by this, as the filtering algorithms samples in zero'd pixels beyond the edge of the textures. This could be fixed by playing around with the mipmap/filtering options in prefs.cs.

I don't know what would cause the slowdown, though, without knowing some of the info Melv asked.