In rendering 13000 faces, My computer is preprocessing the game data like player movt.,frustrum culling,math works etc in one framemove() function in 0.054 sec(Avg.) and it takes 0.01683 sec(Avg.) in rendering them in RenderFrame() Function. And It is showing 10 frame rate per sec.
I calculated the time diff. in following code :-
fTimers = DXUtil_Timer( TIMER_GETAPPTIME);
FrameMove();
m_fDiff2 = DXUtil_Timer( TIMER_GETAPPTIME ) - fTimers;
fTimers2 = DXUtil_Timer( TIMER_GETAPPTIME );
RenderFrame();
m_fDiff2 = DXUtil_Timer( TIMER_GETAPPTIME ) - fTimers2;
Now when i render 70000 faces, FrameMove takes 0.0514 sec (Avg.) and RenderFrame takes 0.228 sec(Avg.) and frame rate is 8.
Now when i render 120000 faces, FrameMove takes 0.0534 sec (Avg.) and RenderFrame takes 0.499 sec(Avg.) and frame rate is 3.
Also Sometimes when the game starts, it shows 40 fps while rendering 13000 faces(not tested in rendering larger than 13000 faces) and after some time the frame rate slowly decreases to 10 in nearabout 1-2 min.
Now i don't know where is the problem cause i want to increase the frame rate to 20.
I am using only 256*256 textures. My system has 64 mb onboard video memory, 865 Intel motherboard, 512 mb RAM and Pentium 4 2.66Ghz with dual core.
I set PresentationInterval to D3DPRESENT_INTERVAL_ONE. Using D3DCREATE_MULTITHREADED | D3DCREATE_SOFTWARE_VERTEXPROCESSING in device creation. Also in compiler code generation its multithreaded Debug.
I am using Multithreading only in loading data and showing its progress in splash. Texure format is D3DFMT_A4R4G4B4 and backbufferformat is D3DFMT_R5G6B5.
Please tel what could be the possibility causes for what i m not getting frame rate to 20.
Frame Rate Issues
Started by idreamlovey, Apr 05 2007 05:56 AM
2 replies to this topic
#1
Posted 05 April 2007 - 05:56 AM
#2
Posted 07 April 2007 - 04:58 PM
I got the solution by using Window Pix. And it works wel in other high end system. But anyway if you guys have any advice about the performance consideration by your experience. Please let me know some of it cause i am totally new in this field and always facing lots of small negligent problems and what actually happens is that i wasted my days in such small problems.Sometimes its so embarassing.
#3
Posted 25 April 2007 - 05:31 AM
The first thing limiting the frame rate may be, vertical sync. is enabled (D3DPRESENT_INTERVAL_ONE means so). When doing so, if the frame cannot be rendered in 1/monitor refresh rate, it need to wait for another 1/monitor refresh rate.
The second thing may be, you have memory leaks which resulted in main or GPU memory lost and inhibit the system performance.
The third one may be, you have enabled multi-threading (as you have) which causes the D3D9 run-time to acquire system wise lock on every D3D9 calls. This decreases performance a lot in some situations.
The second thing may be, you have memory leaks which resulted in main or GPU memory lost and inhibit the system performance.
The third one may be, you have enabled multi-threading (as you have) which causes the D3D9 run-time to acquire system wise lock on every D3D9 calls. This decreases performance a lot in some situations.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












