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:JULI@N:



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  14/07/2002
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19th August, 2004 at 20:32:46 -

What causes slowdowns in a frame? Because I have this two levels that are practically the same (I mean, the second one is a copy-paste of the first one, just with modifcations like tiles, etc and I think new enemies), with approximately the same number of objects (like 400-500). One runs fine but the other one runs really slowwww.

 
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Assault Andy

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  29/07/2002
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Game of the Week WinnerVIP Member360 OwnerGOTM JUNE - 2009 - WINNER!GOTM FEB - 2010 - WINNER!	I donated an open source project
20th August, 2004 at 04:06:05 -

Many a factors contribute to the slowness of your game. Here are some:

Number of objects
DirectX
VRAM
Scrolling
Screen Resolution
Colour Depth

Now the things that I find effect the most are VRAM and DirectX, Turn on VRAM (which requires directx to be on) by going to your application properties and then runtime. Colour depth is also a big contributer, try setting it to 32768 which is hardly noticeable from 16 million unless you have huge photos.

VRAM TURN IT ON!

 
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Tigerworks

Klik Legend

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  15/01/2002
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  3882
20th August, 2004 at 07:59:27 -

What do you have against Directsound?

Another big factor is ink effects. Large actives with semitransparency or whatever can be very slow, especially with DirectX and VRAM on. So if you use ink effects, turn off DX+VR. Otherwise leave them on.

 
- Tigerworks

Tiles

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  06/12/2002
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20th August, 2004 at 08:36:24 -

and what´s to say against modfusion? works fine for me ...

to add this: not only the number of objects decreases speed , but also their size : the bigger , the slower ... also, lots of fastloops can cause slowdowns .

 
Free graphics,Free Games
http://www.reinerstilesets.de

Tigerworks

Klik Legend

Registered
  15/01/2002
Points
  3882
20th August, 2004 at 18:07:09 -

Nobody else has reported those problems, unless Auto Reverb is off (DirectX bug - Microsoft's fault). Also, the source to Directsound is available on www.tigerworks.co.uk . If you reckon you could do better, go and do it.
DirectSound does not do any constant processing (HandleRunObject() is empty in the SDK). Therefore my extension does no processing unless you call an action. So any slowdown must be DirectX.

 
- Tigerworks

:JULI@N:



Registered
  14/07/2002
Points
  641
20th August, 2004 at 23:50:52 -

I turned off DirectX and VRAM and now it works alright

 
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