Script Performance Issues
by Dark Tengu · in Torque 3D Beginner · 03/05/2013 (6:47 pm) · 15 replies
I'm a big fan of Open Source projects, which is what has brought me back to Torque3D. One concern I have is the performance of what I assume is a TorqueScript issue.
In the stock full project, when I fire the gun my fps drops from 60 to 30 and goes back up again as soon as I'm done firing the fps goes right back up. Is this a known issue or does anyone have any thoughts on why this is happening?
In the stock full project, when I fire the gun my fps drops from 60 to 30 and goes back up again as soon as I'm done firing the fps goes right back up. Is this a known issue or does anyone have any thoughts on why this is happening?
#2
A drop in the Frames Per Second sounds like your GPU is having hard time rendering the Particles Effect. That is so, IF i'm not wrong.
03/06/2013 (2:27 am)
What are the specifications of your GPU? A drop in the Frames Per Second sounds like your GPU is having hard time rendering the Particles Effect. That is so, IF i'm not wrong.
#3
A drop in the Frames Per Second sounds like your GPU is having hard time rendering the Particles Effect(eg.smoke). Anyway it sounds like a problem of your GPU. That is so, IF i'm not wrong.
03/06/2013 (2:32 am)
What are the specifications of your GPU? A drop in the Frames Per Second sounds like your GPU is having hard time rendering the Particles Effect(eg.smoke). Anyway it sounds like a problem of your GPU. That is so, IF i'm not wrong.
#4
03/06/2013 (8:26 am)
I have an AMD 5670 2GB. Your hunch seems right to me. I added a particle emitter to my screen and instantly lost 20 fps. I know my card is by no means a great card, but I can easily play many Unreal 3 games on high settings without this problem. I guess it is time for a new card or a creative workaround.
#5
03/06/2013 (8:42 am)
Might want to look at the textures before looking at a new card - I think they're just PNG images. Perhaps convert them to transparent DDS textures and try that.
#6
03/06/2013 (8:52 am)
Thanks Richard, I'll give that a try.
#7
I meant no offense/insult/demotivation, i'm sorry if my comment sounded so, English is not my native language.
Also there's no need to get a new card your current Graphics Card is powerful already.
03/06/2013 (4:33 pm)
@DarkI meant no offense/insult/demotivation, i'm sorry if my comment sounded so, English is not my native language.
Also there's no need to get a new card your current Graphics Card is powerful already.
#8
03/06/2013 (5:02 pm)
I didn't take it as an offense at all. I appreciate your help. :D
#9
it is intels's builtin gpu.and i get over 100fps while running under minimum settings.
your "ATI Radeonâ„¢ HD 5670 " is way much better then my one.so i am absolutely sure it is not your gpu.
try to update driver.
and do a test in empty template with this resource:
http://www.garagegames.com/community/resources/view/21374
03/06/2013 (5:59 pm)
i do not have a external gpu.it is intels's builtin gpu.and i get over 100fps while running under minimum settings.
your "ATI Radeonâ„¢ HD 5670 " is way much better then my one.so i am absolutely sure it is not your gpu.
try to update driver.
and do a test in empty template with this resource:
http://www.garagegames.com/community/resources/view/21374
#10
03/06/2013 (8:13 pm)
I would guess this to be a driver issue as well.
#11
p.s. Anyone know when the beginner tutorial is going to be updated to Torque3d MIT 2.0?
03/06/2013 (9:35 pm)
Thanks everyone for your suggestions. I had the latest release of Catalyst installed. I just tried the latest beta driver and it didn't make any difference. I also tried converting the particles from png to dds. Still not much improvement. Sounds like there is something going on with my system. I can turn the settings down a little bit and get great fps, so I'm too concerned. My major concern was more for the customers, but it sounds like I'm the exception and not the rule.p.s. Anyone know when the beginner tutorial is going to be updated to Torque3d MIT 2.0?
#12
03/07/2013 (1:25 am)
Quote:I *think* that GarageGames are/were working on that recently... so possibly getting reviewed/QA'd soon. Keep in mind that there is nothing that keeps it from working with T3D 2.0 as is, only the references to the Toolbox (now the Project Manager) that seems to confuse newcomers.
Anyone know when the beginner tutorial is going to be updated to Torque3d MIT 2.0?
#13
Good to know Michael. It looked to be that way. The Project Manager change certainly isn't a big deal.
03/07/2013 (7:31 am)
Quote:I *think* that GarageGames are/were working on that recently... so possibly getting reviewed/QA'd soon. Keep in mind that there is nothing that keeps it from working with T3D 2.0 as is, only the references to the Toolbox (now the Project Manager) that seems to confuse newcomers.
Good to know Michael. It looked to be that way. The Project Manager change certainly isn't a big deal.
#14
But yes, i'm happy with 2.0 Project Manager.
03/07/2013 (4:24 pm)
AFAIK you can also download the T3D 1.1 Project Manager (Pre-Compiled) and use it instead of the 2.0 Project Manager if you want to, except that there's no Torque3d.exe and you'll have to press F10 to use the Editor to follow the old documentation. Isnt it so?But yes, i'm happy with 2.0 Project Manager.
#15
Granted that the Toolbox did have a shortcut button that launched the game and then opened the editor, having to press F10/F11 to load up the editors after launching your game was not something that we initially thought needed to be documented because it's been that way for over a decade and long-time users know about it. It's my intent to update the Templates with either a button(s) or a notice on how to access the Editors to avoid any such confusion moving forward.
03/07/2013 (6:26 pm)
I've always felt that the filename for the Toolbox being Torque3D.exe was misleading and ill chosen. The Toolbox was not Torque. The Project Manager is not Torque. Your compiled executable for your project is Torque! The Toolbox and Project Manager both were/are a simple convenience application for creating a new project from an existing template and generating the relevant IDE project/solution files.Granted that the Toolbox did have a shortcut button that launched the game and then opened the editor, having to press F10/F11 to load up the editors after launching your game was not something that we initially thought needed to be documented because it's been that way for over a decade and long-time users know about it. It's my intent to update the Templates with either a button(s) or a notice on how to access the Editors to avoid any such confusion moving forward.
Torque Owner Richard Ranft
Roostertail Games