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Re: 2000 Sprites @ 60 Hz tops ? / Core Kernel slowed down by Inputs ?



Can you add more sprites at 60Hz? Remember, you're trying to do the most you
can within your screen refresh rate. There's no benefit in 100Hz if the
screen's at 60. Could it be that QC is throttling at 60Hz due to your
patches?

Bruce Wheaton



On 5/26/05 8:38 AM, "Nat!" <email@hidden> wrote:

> What I want to do is take an image subdivide it into sprites, and
> then do something with it. The beginnings of that you can see in the
> attached demo.
> 
> Maybe I am unrealistic, but I was a bit disappointed to find out,
> that on my 2.5 GHz with a Radeon 9800 XT, I could not draw more than
> 2000 Sprites of size 0.1 x 0.1 at 60 Hz.
> Is there a way to get more stuff on the screen using QC ? [Looking at
> the profiler, OpenGL seems to spend most of the time in gl_Begin and
> some flush routine.]
> 
> My first idea was to use the "Crop" filter to create little images
> for each sprite. This was a slow approach. My second try was to use
> the "Image Texturing Matrix". That was pretty quick, 10 times
> quicker.  It appeared to me, that I might go even faster with a "Core
> Image Kernel", but that has left me puzzled. When the kernel is
> running with mostly "static" inputs, it is indeed faster than the
> "Texturing Matrix", but when I hook up two more inputs it slows down
> to the level of the Crop filter. Is there something that I can do, to
> make the Core Image Kernel faster ? I suspect it samples its input
> for every pixel, but it really only needs to do this once per
> iteration. Interestingly it does notice that one of its inputs is
> derived solely from iterator variables, and does not slow down on
> that input.
> 
> Ciao
>    Nat!
> 
> The attached demo lets you cycle through five methods of drawing:
> 
> "Kernel" is the the "Core Image Kernel" with dynamic inputs.  (ca.
> 43% Load @ 60 FPS)
> "Crop" is the "Crop" filter (has some bugs) (ca. 46% Load @ 60 FPS)
> "Matrix" uses the "Image Texturing Matrix" (4% Load @ 60 FPS)
> "Default Kernel" is just like "Kernel" except that two Inputs (xOff,
> yOff) are static, therefore it doesn't render correctly. (3% Load @
> 60 FPS)
> "None" just uses the complete image as the texture, and therefore
> also doesn't render correctly. (3 % Load @ 60 FPS)
> 
> 
> ------------------------------------------------------
> Just because nobody understands you
> does not mean you¹re an artist. -- DLR
> 
> 
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 >2000 Sprites @ 60 Hz tops ? / Core Kernel slowed down by Inputs ? (From: Nat! <email@hidden>)



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