[xmoto-dev] overall performance improvements |
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- To: xmoto-dev@xxxxxxxxxxxxxxxxxxx
- Subject: [xmoto-dev] overall performance improvements
- From: "Kees Jongenburger" <kees.jongenburger@xxxxxxxxx>
- Date: Sun, 10 Dec 2006 22:56:24 +0100
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Hello
I ran a few profiler sessions on the current cvs xmoto. I am manly interested
to know what the slower parts are of xmoto. This because I need the
processing time
to do the graphics :)
./xmoto -timedemo -nowww -win -ugly -res 800x480 -level 4 -fps
and
./xmoto -timedemo -nowww -win -res 800x480 -level 4 -fps
in the profiler.
in ugly mode:
14% text drawing
14% root paint
60% UpdateGamePlaying (94 % of that time is spent in the dWorldQuickStep)
7% RenderMiniMap
in nice mode
17% render
10% text drawing
10% root paint
60% UpdateGamePlaying (againg of course 94% of the time spent in
dWorldQuickStep)
Things like text drawing should cost less , and perhaps large parts of
the minimaps can be cached. But nedless to say that I would like the
game to spend less time in the UpdateGamePlaying dWorldQuickStep.
Anything gained here will be a great improvement of the cpu
requirements for the game.
I would like to know if there are easy wins to recude the load on ODE.
I played with
PHYS_QSTEP_ITERS by lowering it to 5 and this helped a lot, but I
don't know if the game with these settings would still be considered
to be xmoto
greetings
Kees Jongenburger