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Low Level Optimizations
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Original Post
Hello.
I was wandering if some people could post ideas or techniques that have come up with to speed up the FPS of a program that isnt rendering anythint except the text showing the FPS.
Or point me to some articles to speed up updating the window or something...
yeah.
right now i am not rendering anyhting except like 6 polygons showing the FPS on the screen. and i am only getting 80 FPS, which isnt too bad for my slow computer.
i want to get it up to atlest 100 FPS but i have no idea how to do it becuase i am not rendering anything big at all lol
are there things like 32 bit alignment or something, i have heard about that, it is suppose to speed up the program alot.. err. but i have no idea how to do that either..
thanks alot
What is v-sync?
The thing that synchrizes your monitor with your computer??
How do you turn it off?
The thing that synchrizes your monitor with your computer??
How do you turn it off?
yes, vsync synchronizes your computer with your monitor...
There is another thread in the forum discussing the same thing... here...
There is another thread in the forum discussing the same thing... here...
is your monitor refresh rate at 80 MHz by any chance? It probably is and your prog can probably go much faster but you need to put in a line that overides screen refresh, I dont remember it by heart but it should be around the net.
[edited by - Keermalec on May 22, 2003 10:12:04 AM]
[edited by - Keermalec on May 22, 2003 10:12:04 AM]
Someone told me "Premature optimizations are the root of all evil".
Don''t optimize until you get at least 1k vertices/frames. There''s really nothing to optimize.
Don''t worry. If you do some tests you''ll find out 1000 vertices takes (proportionally) **much less time** to transform than 50 vertices. This is the good of having HW T&L if you have.
For example, GeForce2 transforms 100k vertices/frame much faster than 500 vertices /frame.
The result obviously is slower, but it is much faster it should be.
Don''t worry about optimizations right now. This is my opinion. It''s way too early!
Don''t optimize until you get at least 1k vertices/frames. There''s really nothing to optimize.
Don''t worry. If you do some tests you''ll find out 1000 vertices takes (proportionally) **much less time** to transform than 50 vertices. This is the good of having HW T&L if you have.
For example, GeForce2 transforms 100k vertices/frame much faster than 500 vertices /frame.
The result obviously is slower, but it is much faster it should be.
Don''t worry about optimizations right now. This is my opinion. It''s way too early!
You can use some fast math routine for sin, cos, sqrt, ...
========================
Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/
========================
Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/
I use this for Disabling V-Sync but it gives me an error from the MSVC++ Debug Library...on Dev-C++ 4 it works flawlessly:
//declare function pointer->it`s an extension...
typedef BOOL (* PFN_WGLSWAPINTERVALEXT)( int );
PFN_WGLSWAPINTERVALEXT wglSwapIntervalEXT;
void Init()
{//in some init func
wglSwapIntervalEXT=(PFN_WGLSWAPINTERVALEXT)wglGetProcAddress("wglSwapIntervalEXT");
wglSwapIntervalEXT(0);
//Tell me if it works...(here->cippyboy_7@yahoo.com),else see where you can get some other good code and still mail me for a second edition...
}
//declare function pointer->it`s an extension...
typedef BOOL (* PFN_WGLSWAPINTERVALEXT)( int );
PFN_WGLSWAPINTERVALEXT wglSwapIntervalEXT;
void Init()
{//in some init func
wglSwapIntervalEXT=(PFN_WGLSWAPINTERVALEXT)wglGetProcAddress("wglSwapIntervalEXT");
wglSwapIntervalEXT(0);
//Tell me if it works...(here->cippyboy_7@yahoo.com),else see where you can get some other good code and still mail me for a second edition...
}
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