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TGEA 1.7.1 VRS TGEA1.8 performance comparison results:

by Caylo Gypsyblood · in Torque Game Engine Advanced · 01/19/2009 (4:28 am) · 43 replies

I have read several times about a performance difference between TGEA1.7.1 and TGEA1.8 so decided to run some TGEA 1.7.1 vrs TGEA 1.8 METRICS(FPS); tests and took screen shots to compare the results.

Testing system is an AMDx2 2.8, 2 gig ram, 2 GF8500 with 256meg each(NOT SLI), 1 GF8200 with 128meg running Video driver 175.19 on XP PRO 32bit SP2.

Test are right from SDK GameExamples Stronghold with no settings changed.

This is TGEA 1.7.1
home.comcast.net/~porkcow/TGEA171.jpg
Here is TGEA 1.8
home.comcast.net/~porkcow/TGEA180.jpg


Now i added to mission file;
new fxShapeReplicator(lottatest) {
      canSaveDynamicFields = "1";
      Enabled = "1";
      position = "441.157 201.387 209.828";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      HideReplications = "0";
      ShowPlacementArea = "1";
      PlacementAreaHeight = "25";
      PlacementColour = "0.4 0 0.8 1";
      shapeFile = "scriptsAndAssets/data/shapes/trees/shrub.dts";
      seed = "1376312589";
      ShapeCount = "500";
      ShapeRetries = "100";
      InnerRadiusX = "0";
      InnerRadiusY = "0";
      OuterRadiusX = "100";
      OuterRadiusY = "100";
      AllowOnTerrain = "1";
      AllowOnInteriors = "1";
      AllowOnStatics = "1";
      AllowOnWater = "0";
      AllowWaterSurface = "0";
      AlignToTerrain = "0";
      Interactions = "1";
      AllowedTerrainSlope = "90";
      TerrainAlignment = "1 1 1";
      ShapeScaleMin = "1 1 1";
      ShapeScaleMax = "4 4 4";
      ShapeRotateMin = "0 0 0";
      ShapeRotateMax = "0 0 0";
      OffsetZ = "0";
   };
This is TGEA 1.7.1
home.comcast.net/~porkcow/TGEA171-OVERDRAW.jpg
Here is TGEA 1.8
home.comcast.net/~porkcow/TGEA180-OVERDRAW.jpg
Not truly a real game scenario, but simple enough test to give an idea.
One can notice right away that TGEA1.7.1 is a bit FPS faster, but once both builds have some stress on them (latter two pic's) the FPS is near the same.
My observations that are not noticeable from screen shot is 1.7.1 pause multiple times for about 100MS each once the fxShapeReplicator mass came into the viewstrum. And the 1.8 3D positional sound FX were very realistic, much better then TGE versions and even TGEA1.7.1. Both could be results of hardware configuration and not examples of build version differences.

It would be interesting if other TGEA SDK holders would also run GameExamples Stronghold metrics test and post results, just to see how much differences hardware configurations actually make.

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#41
01/23/2009 (5:26 pm)
Ok, i agree in profile dumps it seems there is a problem with terrain; but if you profile a mission with NO terrain at all, the FPS ratio stays the same, and now the profile dumps puts the problems into:

For 1.7.1
47.320  65.633       18 RenderInteriorMgrRender

and for 1.8
71.135  83.956       32 RenderMeshMgr_render

This is a mission with 15 DIF(tower.dif) and 15 DTS(rock1.dts), skybox and NO TERRAIN.

Its just simply not ONLY the terrain at fault here.

#42
01/23/2009 (6:35 pm)
Defently something strange going on when looking at nothing but a skybox yields less fps then a heavy populated dif scene with no view of the outside. I talking a 60 to 100fps increase when the skybox is not in view all you can see is a dif room with abunch of dif objects in it. Then I go outside the room where there is nothing but the skybox in view and it drops down into the 90 and 100 fps range.

Checked the cpu and its defently not cpu limited looking at the skybox as its only using 6% cpu at that stage. Where inside its using 60-65% inside.

This is a mission with no terrain block what so ever in it.
#43
02/01/2009 (7:50 am)
thats not good, hotfix ?

btw I REALLY HATE HATE, these new forums, someone waisted allot of time where they could just used phpbb forums
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