Hey,
There's a hack to improve FPS with a fully synchronous game loop. On all my Radeon and GTX cards, all time was spent¹ inside both SwapBuffers() and update(). But you can execute them sort-of in parallel.
I think what you're doing is this:
while !should_quit
call_message_pump()
update ...
Search found 56 matches
- Tue Jun 13, 2023 6:14 pm
- Forum: Ideas and Suggestions
- Topic: idea how to improve FPS (without threading)
- Replies: 1
- Views: 786
- Thu Nov 10, 2022 10:03 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 241166
Re: Parrallel processing in games & applications
To the amazing devs,
Have you tried running SwapBuffers in parallel, with or without multiple contexts? The basic idea is to run the event loop, window handling and SwapBuffers on the main thread, then do updates and rendering on thread #2. When it's time to submit a frame after drawing, signal the ...
Have you tried running SwapBuffers in parallel, with or without multiple contexts? The basic idea is to run the event loop, window handling and SwapBuffers on the main thread, then do updates and rendering on thread #2. When it's time to submit a frame after drawing, signal the ...
- Fri Oct 16, 2020 8:19 pm
- Forum: Pending
- Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
- Replies: 35
- Views: 12324
Re: [Oxyd] [Linux/Mac] non-blocking save crashes
What about ZwCreateProcess?
- Wed Aug 19, 2020 10:04 am
- Forum: Pending
- Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
- Replies: 35
- Views: 12324
Re: [1.0.0] non-blocking save on Linux crashes or locks up
That's a shame. It's interesting that the feature is causing so many problems to begin with.
- Mon Aug 17, 2020 5:58 pm
- Forum: Pending
- Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
- Replies: 35
- Views: 12324
Re: [1.0.0] non-blocking save on Linux crashes or locks up
NOTE: I've truncated the Alien Biomes zip files due to attachment limit.
- Sun Aug 16, 2020 8:24 am
- Forum: Pending
- Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
- Replies: 35
- Views: 12324
[1.0.0] non-blocking save on Linux crashes or locks up
At the first time, autosave produced a message that the save process crashed. The second time, it locked up in the background. I was unable to save the game manually. There was a message in syslog and a bunch of files in /tmp/dumps left:
Aug 16 10:07:29 burzum.local crash_20200816100729_2.dmp ...
Aug 16 10:07:29 burzum.local crash_20200816100729_2.dmp ...
- Fri Oct 12, 2018 7:35 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 52088
Re: Friday Facts #264 - Texture streaming
If for some reason, VRAM use ever becomes an issue, you could give players the option to only use any 2nd, 3rd or 4th frame of each animation, so that only animation FPS suffers instead of having the entire scene FPS drop. That way, animations would lag but player movement would still be butter ...
- Fri Oct 12, 2018 7:14 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 52088
Re: Friday Facts #264 - Texture streaming
[...] rendering subsystem and game logic are quite well separated. Entities know how to create sprite draw orders to draw themselves (and don't care much about what happens to them), and renderer doesn't have any context about sprite draw orders it got - for example if it is a frame of an ...
- Fri Oct 12, 2018 7:04 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 52088
Re: Friday Facts #264 - Texture streaming
Hm..if by "synching animations" you mean that every $machine-x entity animates exactly the same frame at the same tick i don't like that at all, so i hope i'm just misunderstanding. While i'm not sure how that would even work for different-speeded machines (irregular beacons/modules), even for ...
- Fri Oct 12, 2018 5:43 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 52088
Re: Friday Facts #264 - Texture streaming
Can we make it good enough, so it wouldn't be an experimental option any more, but something that could be enabled by default? Let's see. The problem is texture allocations, so let's allocate one texture for the entire bitmap cache - it would be a sprite atlas that we would dynamically update ...
- Thu Jul 12, 2018 2:37 pm
- Forum: Ideas and Suggestions
- Topic: compression on 4K screens proposal
- Replies: 0
- Views: 909
compression on 4K screens proposal
Hey,
Please hear my argument as for why forced compression is a good idea for 4K screens.
The option to force-compress all loaded sprite sheets exists, isn't meant to go away anytime, but there's more than can be done. I think there's a decent amount of people with low VRAM like me. Sorry for not ...
Please hear my argument as for why forced compression is a good idea for 4K screens.
The option to force-compress all loaded sprite sheets exists, isn't meant to go away anytime, but there's more than can be done. I think there's a decent amount of people with low VRAM like me. Sorry for not ...
- Sat Jun 23, 2018 12:24 pm
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 12369
Re: [FEATURE] VRAM requirement is not sane
I can write you a Python program you can invoke right after! Is that enough?bobingabout wrote:what I'd like to see:
I have a mod (as is now) I run a mod packing program, and press go. Mod is processed and zipped into the new format.
Basically, all that changes is the zipping it step.
- Tue Jun 19, 2018 5:35 pm
- Forum: Ideas and Suggestions
- Topic: weapon switch not clearly visible
- Replies: 3
- Views: 1563
Re: weapon switch not clearly visible
Is it possible to detect the weapon switch and draw a sprite on the screen, inside a mod?
- Tue Jun 19, 2018 4:57 pm
- Forum: Ideas and Suggestions
- Topic: weapon switch not clearly visible
- Replies: 3
- Views: 1563
weapon switch not clearly visible
It's hard for me to notice which weapon I switched to, having a large display. The bottom-right selector is some 40 cm away and I'm focusing on the cursor. This of course lead to hilarious events like blowing up a car, rather than just making it clearer to see through having its hitpoints shown ...
- Sun Jun 17, 2018 1:58 pm
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 12369
Re: [FEATURE] VRAM requirement is not sane
Sorry, that's a misunderstanding. What I meant is to provide a one-click converter that does the right thing. Question is whether it's needed to begin with, for any modding tasks.
- Sun Jun 17, 2018 10:42 am
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 12369
Re: [FEATURE] VRAM requirement is not sane
What issues do you have with creating new assets and packing the mod? There should definitely be a tool making it all in one go. And I can help!
I can think of making sprite sheets for animations. These can be made with some Python or shell imagemagick invocations, keeping source material intact ...
I can think of making sprite sheets for animations. These can be made with some Python or shell imagemagick invocations, keeping source material intact ...
- Sun Jun 17, 2018 10:36 am
- Forum: Outdated/Not implemented
- Topic: please bring back Duracell baterry
- Replies: 8
- Views: 3573
Re: please bring back Duracell baterry
Can someone make a mod with the old version, and host it elsewhere than the company's servers? Send me a PM and I'll re-host it.
- Sun Jun 17, 2018 8:09 am
- Forum: Outdated/Not implemented
- Topic: please bring back Duracell baterry
- Replies: 8
- Views: 3573
Re: please bring back Duracell baterry
It looks like a blob when on a belt.dog80 wrote:new battery looks badass nuff said
- Sat Jun 16, 2018 9:40 am
- Forum: Outdated/Not implemented
- Topic: please bring back Duracell baterry
- Replies: 8
- Views: 3573
please bring back Duracell baterry
Hey,
The new battery design looks like a random blob not having much in common with a battery. Please bring back Duracell rabbits.
the undersigned,
sh
The new battery design looks like a random blob not having much in common with a battery. Please bring back Duracell rabbits.
the undersigned,
sh
- Thu Jun 14, 2018 10:49 pm
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 12369
Re: [FEATURE] VRAM requirement is not sane
So the theoretical blob should contain all sprites, already cropped and separated to individual frames in format suitable for use on GPU without any conversion.
Why not create a cache file for each mod like this? Right now even with supported options, loading assets into VRAM takes its time ...
Why not create a cache file for each mod like this? Right now even with supported options, loading assets into VRAM takes its time ...