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Posted - Dec 01 2004 : 2:37:38 PM I would let you guys test the program yourself but it toke me a good 30-45 minutes just to get these numbers: ########################################################### Map View and Screen Size : 800x600 Color Depth: 16 Bit Tile Size: 64x64 =================================================== | Map Size | Avearge FPS for three runs | Memory Usage Size | 100x100 map = 1503fps, 1480fps, 1409fps (Mem Usage - 3,624K) 500x500 map = 1490fps, 1503fps, 1423fps (Mem Usage - 4,604K) 1000x1000 map = 1497fps, 1493fps, 1585fps (Mem Usage - 7,552K) 2000x2000 map = 1548fps, 1579fps, 1525fps (Mem Usage - 19,264K) 5000x5000 map = 1448fps, 1520fps, 1519fps (Mem Usage - 101,464K) ########################################################### Computer Specs: Windows XP Pro (SP2) Version 2002 Intel Pentium 4 2.66 GHz (HT) 1.00 GB RAM Nvidia Quadro4 900 XGL =================================================== Current Running Processes: 44 Current Available Physical Memory: 577556K Out Of 1047532K Current Page File Usage: 338 MB ###########################################################
You think the FPS is good? I like how the FPS stays no matter what map size, but you think that is a good fps for the specs of the computer? |
Threshold |
Posted - Dec 02 2004 : 7:03:29 PM Many people go through each tile? I doubt it. I never did that even when I was a n00b. I did make one game that wasn't tile based and did that. It wasn't all that slow, actually. |
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Posted - Dec 01 2004 : 7:01:16 PM i'm calcutling the avearge (sorry about that to, should have said that) i add to the current fps to the total; every second i add it to the lngtotal again, (the lngcount is to count how many times i have added to the total) then when you end the program it gets the avg and tells the user what the avg fps was |
sdw |
Posted - Dec 01 2004 : 6:57:04 PM quote: lots of people go thourgh each tile seeing if that tile is on screen or not
Ehh, you mean starting from element 0? Yes, thats a big no no.
Generally you only need 3 variables for calculating FPS. Try using this instead:
If GetTickCount() - lngTime >= 1000 Then lngTotal = lngFps lngFps = 0 lngTime = GetTickCount() else lngFps = lngFps + 1 End If
Where lngTotal will hold the number of frames which passed during the last second and is therefore used for displaying the FPS.
Edit: Ok I looked over your code again and looks like it's correct. Do you still get 1500 fps from the code above? |
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Posted - Dec 01 2004 : 6:44:19 PM quote: Originally posted by sdw <br>you're doing the same amount of drawing no matter what size the map is. The map size only effects the amount fo memory used, which is reflected by your results.
Well thats really not true, lots of people go thourgh each tile seeing if that tile is on screen or not, so if the map array is gets larger then it has to go through more tiles checking to see if its on screen, well i just knock that part out by finding the beginning upper,left Tile then the End lower,right Tile and only draw those tiles inbetween, no need to go through each tile.
lngFps = lngFps + 1 lngTimeA = GetTickCount() If lngTimeA - lngTimeB >= 1000 Then lngTotal = lngTotal + lngFps lngCount = lngCount + 1 lngFps = 0 lngTimeB = GetTickCount() End If Loop End Sub Private Sub Game_ShutDown() bRunning = False Set Map = Nothing Set BackBuffer = Nothing DD7.Shutdown Set DD7 = Nothing Me.Hide strFps = Str$(lngTotal / lngCount) MsgBox "Average FPS: " & strFps End End Sub
sorry about that, this mouse is messed up |
sdw |
Posted - Dec 01 2004 : 6:36:53 PM There is no "End If" in the code above. Either you didn't copy all the code or you typed that all out from memory. In any case, it appears you're not counting the number of frames each second, instead you're doing everything at a 1000ms interval and nothing at a frame-based interval. Take a look at the following link to see how it compares to your current code: http://www.vbgamer.com/msgboard/topic.asp?TOPIC_ID=323. |
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Posted - Dec 01 2004 : 6:30:10 PM whicih code the fps code or map class code? i don't get an errors why? |
sdw |
Posted - Dec 01 2004 : 6:26:00 PM And that code actually runs with no errors? |
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Posted - Dec 01 2004 : 6:18:21 PM If it was the winapi then i gave my computer extasy ;-) its on DirectDraw, then map class source can be viewed here www.angelfire.com/games5/visualgamebasic/mapclasscode.html to demo exes (100x100 and 500x500 map sizes) www.angelfire.com/games5/visualgamebasic/maptest.zip and the code to get the fps:
lngTimeA = GetTickCount() If lngTimeA - lngTimeB >= 1000 Then lngTotal = lngTotal + lngFps lngCount = lngCount + 1 lngFps = 0 lngTimeB = GetTickCount() strFps = Str$(lngTotal / lngCount) MsgBox "Average FPS: " & strFps
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sdw |
Posted - Dec 01 2004 : 5:14:09 PM Those results make sense because you're doing the same amount of drawing no matter what size the map is. The map size only effects the amount fo memory used, which is reflected by your results. Maybe you should also post the method you're using to calculate fps, because lets face it 1500 fps is suspiciously high :D Are these results from using DirectDraw, Direct3D, another API? |
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VBGamer |
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