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Drop in Performance

Started by Luminous Apr 27, 2006 at 9:54 PM 2 replies 900+ views
Original Post
Luminous
Luminous
I've been implenting my game for my final project of a game development class. It's a fighting game and as i've added in more animations, performance of the game has really dragged. I'm not sure how many textures you should have loaded at once but each fighter animation has 30 frames to it, and they're all stored in seperate files. My computer is relatively good(can run Oblivion with better than average settings, 1024x768) and i'm trying to what the heck is going on. My FPS meter still reads damn high and i don't understand or know what could cause it. Right now I have 13 animations in the game loading, so 390 frames aka seperate textures...i have a big feeling that this is the problem but i am hoping it is not. The bad performance stays even when i turn off rendering of any besides debug text. I only make about 5 2D drawing calls and 1 3D call. Any ideas?
thezbuffer
thezbuffer
How can "performance drag" and yet "FPS meter still reads damn high". Can you explain exactly what you mean by bad perf.

Switching textures is something you want to minimize. Can you explain how you are drawing if you only have 5 draw calls and yet 390 separate textures.
ZMan
Evil Steve
Evil Steve
I'd recommend looking at texture sheets - sticking several animations onto one texture surface.
I also don't understand how you can have low performance but a high FPS...
Luminous
Luminous
I figured it out. I had made a lot of changes to my Texture and TextureManager classes. My Texture class had a couple lines that I was testing out and didn't change back. And it slowed down access to the textures.

It was a performance drag because my input would be very laggy, and all of my movement is time based, I'd jump with a character it would go off screen for like 5 minutes.

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