overlapping sprites slow down

Blitz3D Forums/Blitz3D Programming/overlapping sprites slow down

cyberyoyo(Posted 2009) [#1]
I have encountered a problem that seems to appear when alphaed sprites overlap.
As soon as I have 3 or 4 of these moderately sized(not huge, ship shized) sprites overlapping I notice a massive FPS decrease from 60 FPS to 30 FPS.
It doesn't appear when the sprites don't overlap.
I can't find any other bug or cause responsible for this other the the overlapping of the sprites.
Is that a known problem or is there something that I am doing wrong somewhere?


Rroff(Posted 2009) [#2]
Could be hitting fillrate limits with alpha pixels.


Kryzon(Posted 2009) [#3]
Test it. Don't load the sprites with the alpha flag, see if it makes a difference.

PS: Your problem never happened to me.


jfk EO-11110(Posted 2009) [#4]
Dropping from 60 to 30 fps suggests that your Flip is somehow VSynced. Try Flip False to see the real diffrence. Or disable the Vsync in your Graphicscard settings.

And alpha IS slow. Usually there is no need for more than 3 layers IMHO.
Alpha also "features" random z-order, so it became my philosophy to use it carefully. Also try Additional Bendmode instead, whenever possibe. Or the multiplying mode.And of course masked ones. Using DDS DXT5 with a good matte color gives nice masked objects IMHO.


Adam Novagen(Posted 2009) [#5]
Or disable the Vsync in your Graphicscard settings.

Sure, if you want to have flickering bands of "render lag" appearing onscreen. I could see using VWait : Flip False , but not disabling VSync entirely.


jfk EO-11110(Posted 2009) [#6]
Of course only to see the real framerate drop :)