Original Post
Hi, I have a slightly unorthodox question/favor to ask. I have a gf2mx200 and an AthlonXP 1400+ with refresh rates @ 120 up to 800x600 and 100 for any reasonable resolution above that. Yet, running a completely empty opengl window (nothing besides resetting the color and depth buffer, and the world (glLoadIdentity() in it), I get lousy 50 FPS @ 800x600 in windowed and 60 FPS in fullscreen mode. Anything above that decreases the framerate dramatically. I am aware that this card only has 1.3 Gb bandwidth which would become a bottleneck at higher resolutions. Running the program in fullscreen mode @ 640x480 hits the roof (120 fps, equal to the refresh rate). I have a massive opengl window class behind it all and I''m beginning to suspect that there''s something wrong with that, but there''s quite a bit of code I''d have to work throgh, so I''d like to be sure beforehand. I''d like to know what framerates for completely empty scenes are on other machines/in other engines at any resolutions up to 1152x864 (inc.). I''d also appreciate system specs, if at all possible. For those of you starting out (and don''t have an FPS counter, yet), here''s the makeshift code I''m using - it''s not 100% accurate, but it''ll do. It just creates a file called "fps.txt" and outputs the framerate in it each second.
Note: disregard the result for the first second
Thanks,
Crispy
#include <fstream>
//globals - copy these into the same file your draw code is in
fstream f("fps.txt", ios::out);
unsigned FPS = 0;
unsigned FPStemp = 0, t = 0, last;
void YourDrawFunction()
{
t += (GetTickCount() - last);
last = GetTickCount();
if(t >= 1000)
{
t = 0;
FPS = FPStemp;
FPStemp = 0;
}
FPStemp++;
}