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Pool.Managed Performance Problems (md3d)

Started by lightworker May 13, 2005 at 10:36 AM 2 replies 700+ views
Original Post
lightworker
lightworker
I need help with Managed Direct3D. I am using a lot of bitmaps with Mesh object as sprites - bitmaps are large (application uses around 390 mb of system memory when running) Everything works fine when I am working on my P IV 2GHZ HT AGP x8 and 512 MB of ram and ATI Radeon 9200 onboard But when I am trying to run same software on my client's machine (P III 933 MHZ, 374 MB of RAM, Geforce FX 5200) application runs much slower (well I am not supprised) but it does not slow down just 2 or 3 times - If application needs about 1 minute to initialize on my PC - on my client's PC initialisation takes over 10 minutes! hard drive is working like crazy and then after init it runs quite well... Well untill I am trying to change layer (new stuff to screen) then it hangs for fev minutes again. On my PC it takes about 1 second Anyway - I have noticed terrible slowdown when new textures comes to scene. I believe that it is problem of slower AGP and less System memory (CPU unit is less important I think). What can I do to avoid this problem? Please help
Slaweklightworker@wp.pl
lightworker
lightworker
One more thing - I am using Pool.Managed when I am loading textures - I believe that Direct3d is sending data from system memory to graphics card and this is my bottle neck but how to avoid this? :?
Slaweklightworker@wp.pl
turnpast
turnpast
Given what you have said about the memory consumption of your application it very possible that your speed problems have nothing to do graphics,the AGP or managed textures.

If your application needs 390 megs to run and you run it on a system with 374 megs of memory that extra 16 megs has to somewhere (you are probably exceeding the memory by quite a bit more than that if you are running anything else, like an OS). Where it goes is to disk. Now this varries from system to system, but the access speed of the disk is (from what I have read) between 10^5 and 10^6 times slower than that of your ram.

Once you have your memory under control (maybe try building a reduced memory version and see if it suffers from the same problem). Crack open PIX and start profiling. Once you have identified the actual bottleneck via PIX or some other profiler then and only then is it time to try and fix it. I am not saying that your bottleneck guess is wrong, it is just better to know before you waste your time fixing things that are not broken.
lightworker
lightworker
Thanx
You may be right - client's machine is working on windows 98 (carramba!) and we all know it problems with swap file on this platform. I just thought that effects of my app working is very similar to times when I had less ram then required in Quake 2 - hard drive was working very often and performance was ugly

Problem with testing is that I have no possibility to play with similar configuration at home or office - maby it is realy time to run some tests.

Thanx
Slaweklightworker@wp.pl

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