162 FPS on basic Stronghold Map
by Randy Hearn - Magnum · in Torque Game Engine · 04/05/2006 (8:28 pm) · 9 replies
OK,
I have not been able to do anything on my Torque develpment for a while, due to family issues.
However, I have started back and have built a screaming computer to work on (and play games.. ok mostly play games).
It is an SLI machine with 2 BFG 6700 SLI w/256MB each as well as 2GB memory on the board (AMD X64 4200).
I just moved torque over from my old computer and set it up and ran it on my new computer. Talk about amazed!
I decided to do a FPS check and found I was getting 162 (~metrics(fps)). If this is the true FPS, then this is good. I don't have to worry much about slowing the computer down when I am adding objects. (I know the SH map doesn't really have many objects in it).
I am still new to Torque, but I found this to be very interesting, and encouraging.
I have not been able to do anything on my Torque develpment for a while, due to family issues.
However, I have started back and have built a screaming computer to work on (and play games.. ok mostly play games).
It is an SLI machine with 2 BFG 6700 SLI w/256MB each as well as 2GB memory on the board (AMD X64 4200).
I just moved torque over from my old computer and set it up and ran it on my new computer. Talk about amazed!
I decided to do a FPS check and found I was getting 162 (~metrics(fps)). If this is the true FPS, then this is good. I don't have to worry much about slowing the computer down when I am adding objects. (I know the SH map doesn't really have many objects in it).
I am still new to Torque, but I found this to be very interesting, and encouraging.
About the author
Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.
#2
Big Difference!
04/05/2006 (8:48 pm)
Yea, If I remember correctly my old computer (which will now become a server). Got about 20FPS, it had a BFG Card as well I think 256MB on it.Big Difference!
#3
Here's the specs for Tribes2:
Minimum Specs:
300Mhz CPU
64MB RAM
Suggested Specs:
500Mhz CPU
128MB RAM
(ALL Cards must be have at least 12MB VRAM)
and from this site:
Windows 98/SE/ME/2000/XP
Pentium III 500, 128 MB RAM
OpenGL or DirectX Compatible 3D Graphics Accelerator, DirectX compatible Soundcard
Don't confuse your computers ability to run the engine at lightning speed with network performance. Frame rate (or lack of it) isn't what slows the network down. Heaps of models and interiors and polys and large textures and particles etc etc is. Torque just can't handle that much data across a network. Even on a nasa computer obtaining frame rates in the 1000's, if you've got too much data transfering between the server & client you're in trouble.
I only say this cos we made this error to begin with. Our team has quite powerful pc's and Torque runs very well on them. We assumed this meant we could use high poly models, and heaps of interiors and other pretty eye candy in our levels, how wrong we were. The engine could handle it, the network couldn't.
Not implying the network code is bad, just that you have to keep everything in proportion.
04/05/2006 (8:58 pm)
Cool setup, though the frame rate isn't that amazing when you think about it. You're running a five year old engine on nearly top of the line modern hardware.Here's the specs for Tribes2:
Minimum Specs:
300Mhz CPU
64MB RAM
Suggested Specs:
500Mhz CPU
128MB RAM
(ALL Cards must be have at least 12MB VRAM)
and from this site:
Windows 98/SE/ME/2000/XP
Pentium III 500, 128 MB RAM
OpenGL or DirectX Compatible 3D Graphics Accelerator, DirectX compatible Soundcard
Don't confuse your computers ability to run the engine at lightning speed with network performance. Frame rate (or lack of it) isn't what slows the network down. Heaps of models and interiors and polys and large textures and particles etc etc is. Torque just can't handle that much data across a network. Even on a nasa computer obtaining frame rates in the 1000's, if you've got too much data transfering between the server & client you're in trouble.
I only say this cos we made this error to begin with. Our team has quite powerful pc's and Torque runs very well on them. We assumed this meant we could use high poly models, and heaps of interiors and other pretty eye candy in our levels, how wrong we were. The engine could handle it, the network couldn't.
Not implying the network code is bad, just that you have to keep everything in proportion.
#4
I have several software packages that will no longer run on my old computer much less my new one. And they are a little over 5 years old. Not sure when I got them, but they have been basically rendered useless-:)) No updates from mfg so frustrating.
But Torugue 1.4 was just released not to long ago, so I would expect it to run on the new hardware and be rather fast. I am running Lock-on at only 49-50fps during network with no noticeable lag. So that is still good.
But you are correct, you still need low count poly models, during network play, the network is always the weak link.
I was thinking that rather than high res models, the newer computers would allow higher resolutions and more detail in the actual skins themselves giving a more realistic look.
04/06/2006 (4:07 am)
But the fact that the engine runs at all is also amazing:)I have several software packages that will no longer run on my old computer much less my new one. And they are a little over 5 years old. Not sure when I got them, but they have been basically rendered useless-:)) No updates from mfg so frustrating.
But Torugue 1.4 was just released not to long ago, so I would expect it to run on the new hardware and be rather fast. I am running Lock-on at only 49-50fps during network with no noticeable lag. So that is still good.
But you are correct, you still need low count poly models, during network play, the network is always the weak link.
I was thinking that rather than high res models, the newer computers would allow higher resolutions and more detail in the actual skins themselves giving a more realistic look.
#5
But this is really useful information for most game makers ,thanks a lot !
04/06/2006 (4:19 am)
Oh my god 162 that's crazy , i running around with 15 fps on my really bad machine :)But this is really useful information for most game makers ,thanks a lot !
#6
04/12/2006 (2:44 am)
About 200 :)
#7
But around the 200 range is excelent.
04/12/2006 (4:00 am)
Tell me about it. I used my lowest which was about 162. Since the post I have noticed my will run over 200 as well at times. But I did notice it hit close to 300. Ok, that was a blank map with no objects and only a spike-:))But around the 200 range is excelent.
#8
While, SLI capable, I held back and instead opted to hold the machine's rendering at a single Ge6800 PCIE w/256; and decided to 'up' things at the Processor level and configed the machine as a Dual core engine. This works pretty well, as when supporting a second monitor[simply a must!], I can run two intensive programs in their own viewport...this makes things very nice indeed; especially since I can link them via network, very nice....all in all, point is; don't deny yourself a decent machine for working/goofing/anything. It is amazing what the 'latest' graphics are capable of... I'm sorry, but is there any better waterSim than Source engine's HL2?? I live very near coastlines very similar to those in HL2, and I was astounded at the realism.
Cheers.
04/12/2006 (7:43 am)
I regularly get an 'average' of about ~140 in Stronghold on my newest machine, :); which isn't bad, considering I was running at the bottom end 'standard' of just 30. Depending on the objects in view and terrain, it will spike over 200. Also depending on the .diff structure, it varies greatly, and this may have to do with LOD's and the shape itself. For example; when I enter the towers in the Sea, my framerate hardly increases at all. Then, when I enter the hovelType structures, my framerate shoots to over 350[and very near 400], great job on the portals in those...!While, SLI capable, I held back and instead opted to hold the machine's rendering at a single Ge6800 PCIE w/256; and decided to 'up' things at the Processor level and configed the machine as a Dual core engine. This works pretty well, as when supporting a second monitor[simply a must!], I can run two intensive programs in their own viewport...this makes things very nice indeed; especially since I can link them via network, very nice....all in all, point is; don't deny yourself a decent machine for working/goofing/anything. It is amazing what the 'latest' graphics are capable of... I'm sorry, but is there any better waterSim than Source engine's HL2?? I live very near coastlines very similar to those in HL2, and I was astounded at the realism.
Cheers.
#9
I will have to see what I need to do for dual monitor support. I had a Matrix card a while back and it had dual monitor. Real nice..
04/12/2006 (7:39 pm)
Not only that I have compiled Torque completly about 6 times tonight, my old machines was fast, but I was lucky to get 2 complete compiles a night. (I know no need to recompile everything, but I do on intitial setup or install).I will have to see what I need to do for dual monitor support. I had a Matrix card a while back and it had dual monitor. Real nice..
Torque Owner Chris Labombard
Premium Preferred