08 February 2023, 18:32 | #1421 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
I believe the current build is significantly more performant. Amipal did a comparison video he posted a few pages back.
|
08 February 2023, 18:37 | #1422 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
Quote:
|
|
08 February 2023, 18:38 | #1423 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
Quote:
Personally I'd rather have a rock solid 25fps than swings of 10 to 50. |
|
08 February 2023, 18:59 | #1424 |
Registered User
Join Date: Nov 2022
Location: #Amigaland
Posts: 156
|
|
08 February 2023, 19:02 | #1425 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
@abu_the_monkey
Can you get a PR ready for this instrumentation? I'm thinking to add a build flag soon so that you can build a fully instrumented version and a release version that doesn't include any of it for the best possible performance. |
08 February 2023, 19:45 | #1426 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 729
|
Better to have 2 version, one for test purposes and one without data speed on screen for full performance.
Anyway I'm happy with this latest build. It has better performance on all my Amiga systems respect to original and TKGPatch executables. Well done ! |
08 February 2023, 20:00 | #1427 |
Registered User
Join Date: Nov 2022
Location: #Amigaland
Posts: 156
|
Can't it be done with a togglekey in game?
|
08 February 2023, 20:19 | #1428 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
|
08 February 2023, 20:35 | #1429 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
I have now raised a PR but it probably needs a tidy up and a proper check from yourself or pipper as I may well not be doing things in the most efficient way.
Last edited by abu_the_monkey; 08 February 2023 at 21:11. |
08 February 2023, 21:07 | #1430 |
Registered User
Join Date: Nov 2020
Location: Michigan
Posts: 661
|
Just wanted to thank you guys again for all the amazing work.
|
08 February 2023, 21:08 | #1431 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
|
09 February 2023, 12:09 | #1432 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
I want to add a bunch of flags for turning on/off the rendering of different object classes at runtime for the "dev" build, e.g. floors, flat shaded walls, goraud walls, doors, lifts, bitmap sprites, glow sprites, blend sprites, lightsource sprites.
Even without recording the time for each class, it can be deduced using the overall frame draw time now. Adding these features is definitely a reason to make it a compile time flag because I'll be adding a lot of indirection. |
09 February 2023, 16:00 | #1433 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
Quote:
|
|
09 February 2023, 16:01 | #1434 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,119
|
|
09 February 2023, 16:03 | #1435 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
|
10 February 2023, 12:21 | #1436 |
Registered User
Join Date: Jun 2019
Location: Saltdean, United Kingdom
Posts: 146
|
|
10 February 2023, 21:36 | #1437 |
Registered User
Join Date: Nov 2018
Location: Liverpool
Posts: 163
|
Just ran a quick 5 min test on my Rev 6 060 (TF1260 128MB) clocked at about 94MHz.
This was done in full screen mode. In the first room of the first level the FPS was around 19-20, dropping to 10-11 FPS when the first door opens, where it quickly wobbled back up to about 18 FPS initially outside the room. It "settled" around 15-16 FPS when walking up the first corridor towards the big red blast door. If I approach the door with the devil dog behind it, FPS again dips to about 10FPS and then climbing back up to about 15FPS in the corridor. Didn't want to run the CPU for too long at that clock seed as although I have active cooling on the CPU, I have never run it that fast before and didn't want to take the risk, until I am able to ensure good air-flow in the case. I do also have a Mediator & Voodoo 3 equipped A1200 060 tower system (Rev 1 060 on a TF1260 which I can clock to about 64MHz with 128MB Fast Ram - damn Rev 6 prices !). I can try whichever build of the game people think would be best on that too if anyone's interested? |
10 February 2023, 22:39 | #1438 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
@AlphaAmiga
yes please, could you try the last build from post #1400 and post a photo of it when paused ('p' when in the game) in the room you start level A in? do you have a copy of sysspeed? it would be interesting to know what the memory on the TF1260 performs like. the slowdown near doors (and lifts) is due to the engine rendering what is behind it and then rendering the door (or lift) over the top effectively rendering everything twice (it's a known issue) causing the frame rate sink like a rock. |
10 February 2023, 23:06 | #1439 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
Quote:
http://aminet.net/search?query=cgxbenchmark |
|
11 February 2023, 16:19 | #1440 |
Registered User
Join Date: Nov 2018
Location: Liverpool
Posts: 163
|
I am currently running memory tests using sysspeed on both my systems at serval clock speeds.
I will also look at running the cgxbenchmark program, but whilst I am at this, are their any other benchmarks you guys would be interested in from sysspeed? |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Alien Breed 3D II The Killing Grounds RTG patch | Angus | Retrogaming General Discussion | 63 | 14 December 2022 15:20 |
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors | Ian | support.WinUAE | 16 | 23 December 2016 15:50 |
Alien Breed 3D II : The Killing Grounds code booklet | alexh | support.Games | 19 | 10 October 2012 22:17 |
Alien Breed 3D 2 - The Killing Grounds | Ironclaw | support.Games | 12 | 13 September 2005 13:07 |
HD Version of Alien Breed I ? | Kintaro | request.Old Rare Games | 20 | 31 July 2003 10:48 |
|
|