The 2006 2D Sprite Render Test

Discussion in 'Game Development (Technical)' started by dxgame, Jun 23, 2006.

  1. Slayerizer

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    just downloaded 2 of your games.. they look great! do you use OGL for windows also, or you have a DX fallback renderer?
     
  2. princec

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    OGL only... I'm not clever enough to learn a new API now in my dotage. Seriously. My brain hurts.

    Cas :)
     
  3. princec

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    Have you got any figures for the Java 6 VM? (Client and server). Interestingly I didn't get any speed increase at all when using -server, which is odd as it usually gives you a 20-50% boost.

    Cas :)
     
  4. Phil Steinmeyer

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    I updated mine - I didn't realize I had the frame rate clamped at 73. Not relevant for the 2000 sprite test but relevant at lower #s. I also added an 'A' toggle to disable alpha blending.

    With 500 sprites (512,000 pixels, plus the memset of the background to black), I'm at about 85-105 FPS with alpha (FPS is not real stable), 140 with no alpha.
     
  5. electronicStar

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    Here is the Blitz3D version :)
    At first I wanted to use my crude 3D/2D framework but I realized the performance was far from competitive with the other examples uploaded so I rewrote everything from scratch using single surface sprites (not used in my engine because I want maximum texture quality).

    keys: up/down (size of sprites) and left/right (number of sprites:100<>2000)

    Download
     
    #65 electronicStar, Jun 27, 2006
    Last edited: Jun 27, 2006
  6. Phil Steinmeyer

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    electronicStar - yours is only 640 x 480 - the others are 800 x 600. Also, your sprites don't appear to be alpha'd
     
  7. electronicStar

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    Okay I reuploaded a new version in 800X600 with alpha, at the same link.

    [EDIT] ...and a third version with a good FPS counter
     
    #67 electronicStar, Jun 27, 2006
    Last edited: Jun 27, 2006
  8. HappyCat

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    It doesn't seem to work on my work Dell GX280 (Intel 82915G Express gfx). I get a window with menus at the top but the rest of the window just shows the desktop behind it as if it's never being drawn on. Just thought I'd mention it :)
     
  9. electronicStar

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    The philSteinmeyer software demo works surprisingly well on my crappy work's computer (that generally doesn't run sh*t) at a steady 30 FPS.
     
  10. dxgame

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    Thanks to everyone who has participated in the test. I still don't understand why a version from TGB or PopCap framework hasn't been coded. I don't know that much about either of those, but am I wrong in thinking those are two of the more "high level" solutions?
     
  11. DraculaLin

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  12. princec

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    The sprite engine I use is very high level too (hence it's a bit slower than the others)

    Cas :)
     
  13. dxgame

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    Hi DraculaLin -

    Cool to see a DX9 sprite engine running for comparison to my own early DX9 efforts. (I'm getting very similar results to yours btw.) Are you using the D3DXSprite Object by any chance? That seems amazingly fast for doing 2d sprites in DX9. Disclaimer: I still think requiring DX9 for a 2D app is crazy. :eek:

    FYI: Your demo runs TWICE as fast as any of the other demos tested on my intel box. ;)

    Hey Cas -

    "The sprite engine I use is very high level too (hence it's a bit slower than the others)"

    I doubt it's higher level that the generic sprite engine I use. Hell, even the pong movement was automated. :p
     
  14. DraculaLin

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    No,Asphyre doesn't use D3DXSprite.
    It's made up of two triangle texture and four vertices.
     
  15. princec

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    Yeah, it's about the same... mostly configured with XML and such.

    Cas :)
     
  16. Slayerizer

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    my own renderer

    please, can someone test my own renderer

    http://www.woxxom.com/slayerizer-cpp-dx.zip

    Information:
    - DirectX 8
    - C++
    - directly set to 2000 alpha blended sprites
    - sprites rendered via 2xtriangles (not using the pointsprite function)

    I got 130fps on my laptop at work (with Intel video card)

    :D thanks!
     
  17. sulaiman

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    I get 133 windowed and 153 fullscreen. Hope that helps:)

    WinXP
    Athlon XP 1900+
    GeForce Ti 200 (128MB)
    512 MB RAM
     
  18. princec

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    More of the x-platform stuff please.... I've got me a MacBook here and I intend to use it (it's just lovely).

    I tried MCF Huntsville on my G5 the other day (trying to wrest Charlotte off of my dev laptop y'see) but it was so shit and slow and crappy feeling vs. the Windows one it's unbelievable. I'd never have bought it for the Mac. That's software rendering for you :D

    Cas :)
     
  19. dxgame

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    "please, can someone test my own renderer:
    http://www.woxxom.com/slayerizer-cpp-dx.zip"

    39fps on my intel box. Which is pretty much inline with the other DX8 tests offered.
     
  20. Hidden Sanctum

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    584 fullscreen
    540 windowed

    Win XP Pro
    3.2Ghz Dual cpu
    nVidia geForce 6800 (256M)
    4 Gig Ram
     

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