Performance Test - Blitz3d Animated Sprites

Community Forums/Showcase/Performance Test - Blitz3d Animated Sprites

Matty(Posted 2007) [#1]
EDIT (Sun Oct 7 10pm)-

Rejigged the way textures are managed and it should run very fast now. Zip file with executable here:

http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/FinalStressTest_Improved.zip

Media still in first zip file below.





Hello All,

I've been playing around with an alternate method for animating sprites, based on the method I used in blitzplus to draw the creatures in my dungeon game, except that this is using blitz3d to allow real time scaling / rotation & blending by using blitz3d's sprites. Because of the different way the images are stored in memory with this system I can fit a lot more frames of animation in than would be possible although performance may be affected - which is why I'd like, if anyone is interested, to get some feedback regarding performance.

Here is the .zip file:

http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest.zip
[a

EDIT :
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest.zip]Click here! [/a]

EDIT 2 - do the forum codes no longer work for links?

(3MB approx)

The arrow keys move left & right as well as moving closer to the sprites (forwards) or away (backwards). Space bar places additional sprites on the screen although this also occurs at every 1 second interval. Enter deletes a sprite. Escape quits.

I'm interested in number of entities at which FPS drops consistently below 60 or VRAM drops too low preferably at 800x600 resolution and your highest resolution.

Thank you,

Matt


EDIT - Please test this version as well (700kb) which uses the VRAM flag - I'd like to know if it runs better or worse with that flag. On my machine it is slower but maybe on yours it is faster?

http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest3DSceneWithVRAMFlag.zip


big10p(Posted 2007) [#2]
Yes, the link tags do seem to be borked, again. :/

Anyway, the test runs pretty slowly on my machine, TBH. I only get ~45 sprites before the FPS goes below 60. I was basically loosing 1 FPS per sprite that was added!

1Ghz, GeForce2 GTS 32MB, 256MB RAM, win98SE


chwaga(Posted 2007) [#3]
test clicky

that's funny...


Nice_But_Dim(Posted 2007) [#4]
as big10p says the frame rate just keeps dropping on every sprite placed but heres the info i had

133 sprites when it hit 60 fps

amd 3000+ 64bit, geforce ti4200 128mb,512 ram,windows 64

sorry that was at 800 X 600 32


_33(Posted 2007) [#5]
I've tried 640x480 and 1360x1024, I get 174 sprites at 60 fps in both cases.

AMD Opteron 165 @ 2.8ghz, Radeon X800GTO2 modded to X850XT, 2 gigs @ DDR434, Windows XP SP2

I prefer to use 3D sprites, that way I can have thousands on the screen at 60 fps (FastImage, Sprite Candy, Draw3D...).


Ked(Posted 2007) [#6]

It's because of the "~". FileFront links don't work either because of the ";"'s.

ABOUT THE PROJECT:
When it put 17 sprites on I hit 60FPS. Otherwise it was 120ish.


Matty(Posted 2007) [#7]
Thanks for trying that....could you please test this version as well:

http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest3DSceneWithVRAMFlag.zip

(700kB - install executable into same directory as the other test)

This one uses the VRAM flag for textures which is slower on my machine but I am curious to find out if it is any quicker on other people's.


_33(Posted 2007) [#8]
With this new EXE, I now roughly get 200 sprites at 60 fps. Consider that, when pushing 200 sprites, my system consumes over 500 watts of electricity. Something is definately not efficient in that code of yours.


Stevie G(Posted 2007) [#9]
I get 'error blah 2'???


Matty(Posted 2007) [#10]
StevieG - you need the original download as it contains the media, the second one is just the executable which needs to be in the same directory as the .px5 files.


Matty(Posted 2007) [#11]
Hello All Again - One More Test Please -

Can you please test this version (you will need the media in the original zip file (3MB above)) and let me know how it goes. It should be much much faster. I get frame rates of over 500fps with 200 sprites on screen still all animating as before.

http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/FinalStressTest_Improved.zip

611KB


_33(Posted 2007) [#12]
roughly 2500 sprites now. That's a 12.5 times improvement, which is really good. But, some 2D on 3D engines can handles 10 times (Draw3D) that if not 20 times (FastImage) that before hitting the 60 fps barrier!

But it's probably good enough for your game none the less.

Cheers.


MGE(Posted 2007) [#13]
"But, some 2D on 3D engines can handles 10 times (Draw3D) that if not 20 times (FastImage) that before hitting the 60 fps barrier!"

I'd like to see a demo of that please. PLEASE. Thanks!


_33(Posted 2007) [#14]
I'm using the FastImage library for my terminal system, and it works really great. In 4 screen split mode of 80 by 60 characters (that's 19200 2D scaled and color shaded sprites) in forground, and of course a color backrgound for each character (potential of double that 19200 for 38400 sprites), I get 60 fps and above.

Check the bottom of this thread:
http://www.blitzbasic.com/Community/posts.php?topic=66995

Draw3D, which I tried, is about half the speed of FastImage. So this is hands on experience.


MGE(Posted 2007) [#15]
_33 - still didn't see a link to a demo .exe? Do you have a demo you can link to so I can run it on my end? Thanks.