Game Development Community

Could GPGT samples have higher fps?

by Sammy · in Torque Game Engine · 08/18/2006 (5:41 pm) · 5 replies

Hi Edward F. Maurina III,

Your book is very informative. Thanks a lot.

I would like to ask questions on fps....
It is said that to ensure smooth animation, it is suggested to have FPS 60.
I could run Tribes2 smoothly on my pc.
(I am using AMD 2200 512MB + Geforce FX-5200 128MB,
running GPGT samples at 800x600,32 bit color. I thought
that not all users have high-end graphics card.)
GPGT lesson kit demostrate many features of TGE 1.4.
I try to run the GPGT lesson kit, the fps always around 30~40. This is the situation where There are few objects on screen.

1. How about if there are many objects (eg. 100) on same screen, then fps will be VERY VERY low (eg. may be below 10)???

2. Could the samples be further optimized so that FPS could be increased more?
If the FPS is too slow, it is not playable.
(I once saw other engines having higher fps 100~200, with my same pc!)


Thanks in advance

#1
08/18/2006 (8:40 pm)
I noticed that on an older PC Tribes2 runs a lot better than Torque. Networking is also a lot more lag free in T2 than Torque.

Don't know what the explanation is. Perhaps because some of the Tribes2 source code was stripped out of Torque in addition to the fact that Torque has had much new code added to it, who knows.
#2
08/19/2006 (7:55 pm)
Hi Mr. Edward F. Maurina III,

What should we do to increase FPS?
Could you show us how?

Edit: By the way, is the TGE 1.4 on CD is in debug version or release version?

Thanks in advance.
#3
08/24/2006 (12:04 pm)
@Sammy - Hi. I'm working on an answer for you. Sorry for the delay.

www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|GPGT
#4
08/24/2006 (12:56 pm)
@Sammy,

Hi. This is one of those questions that will take some time to resolve. Why? Well performance and performance issues are not trivial to debug.

For example:

1. On my primary dev machine I'm getting 150 FPS running the car demo in the 3D Lessons mission.

2. Then, if I modify the sky object as follows:
- visible distance == 500
- fog distance == 500

I average about 325 FPS.

3. Similarly, running on my Mac-Mini Core Duo I get about 60 FPS on default settings and then I get about 90 when I make the same changes.

So, what does this say? It says that the way I designed this level (large flat spaces and visible distance of 2500 world units), is not efficient. However, there may be more to this than just poor level design on my part. This 'unknown' factor is what needs investigating.


Anyways, I'm continuing to look into this, but for now try changing and saving your sky object settings as I have. This should help at least a little.

FYI, for comparison purposes, my primary dev machine has the following pertinent specs:
- Processor: Intel Pentium D (3.4GHz)
- Memory: 2GB
- Chipset: nVidia nForce
- Video Card: PCIX nVidia GeForce 7800 GTX w/ 256 MB Memory
- Operating System: Windows XP

www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|GPGT



PS - That HUD you see in the demo is also choking the performance a bit. It is sending a LARGE number of packets from the server to the client. So, even though you're using a local connection, these packets do have to be processed.
#5
08/24/2006 (5:38 pm)
Hi Mr. Edward F. Maurina III,

Thank you for your reply.

If there would be any optimization techniques of your examples,
I think your readers are also interested in them, too!
(I could not imagine changing some settings could double FPS!!!)

:)