AutoAim
Squire
USA
33 Posts |
Posted - Dec 01 2004 : 2:37:38 PM
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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? |
The WannaBe http://wannabegames.com |
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sdw
Warrior
USA
160 Posts |
Posted - Dec 01 2004 : 5:14:09 PM
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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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AutoAim
Squire
USA
33 Posts |
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sdw
Warrior
USA
160 Posts |
Posted - Dec 01 2004 : 6:26:00 PM
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And that code actually runs with no errors? |
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AutoAim
Squire
USA
33 Posts |
Posted - Dec 01 2004 : 6:30:10 PM
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whicih code the fps code or map class code? i don't get an errors why? |
The WannaBe http://wannabegames.com |
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sdw
Warrior
USA
160 Posts |
Posted - Dec 01 2004 : 6:36:53 PM
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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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AutoAim
Squire
USA
33 Posts |
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sdw
Warrior
USA
160 Posts |
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AutoAim
Squire
USA
33 Posts |
Posted - Dec 01 2004 : 7:01:16 PM
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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 |
The WannaBe http://wannabegames.com |
Edited by - AutoAim on Dec 01 2004 7:02:20 PM |
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Threshold
Squire
USA
44 Posts |
Posted - Dec 02 2004 : 7:03:29 PM
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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. |
Life is short. They say "don't waste it, have fun." They're right, don't waste it...but DO redefine "fun." |
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