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DarkBASIC Professional Discussion / hd 4000 vs gt 635m

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Cescano
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Posted: 25th Nov 2014 19:17
I have these 2 cards in my laptop (lenovo z500), i don't know for what reason but sometimes the hd4000 (which should be slower) performs better than the nvidia one, how could it be that?


For example, i ve tried the exe attached in this post:

http://forum.thegamecreators.com/?m=forum_view&t=212673&b=6&p=0

Using the nvidia i got over 300 fps, using the intel hd 4000 i got over 400 fps, and the weird thing is that enabling/disabling the antialiasing the fps doesn t change
Green Gandalf
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Posted: 26th Nov 2014 01:26
Quote: "how could it be that?"


No idea.

Just tested the exe on my laptop and get 230 with the GT 630M card and 180 fps with the Intel HD 3000 - much as I would expect.


Quote: "and the weird thing is that enabling/disabling the antialiasing the fps doesn t change"


Not weird at all since the only thing that changes is the edgesize variable passed to the shader.



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Cescano
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Posted: 26th Nov 2014 05:31
So what you are saying is that type of antialiasing is almost resources free?
Green Gandalf
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Posted: 26th Nov 2014 12:46
No. I am saying that particular demo still does all the AA calculations - but with an edge value of zero AA has no effect.

I'm assuming you are referring to the option "AA off" in the code.



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Cescano
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Posted: 26th Nov 2014 15:24
I do not understand, as far as i know antialiasing is heavy in terms of resources, so if you say that the demo do the AA calculations, how could it not affect my fps at all?
I do not even understand what do you mean about the edge value.

However i mean enabling/disabling the AA using the space key
Green Gandalf
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Posted: 26th Nov 2014 15:48
Quote: "I do not even understand what do you mean about the edge value."


Have you looked at the code?



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Cescano
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Posted: 26th Nov 2014 16:00
Yes but i do not know well how shaders works, the only thing i noticed is that the image are already saved so there are no real environment with objects and stuff, can i use that effect to make real antialiasing in my game? fps will stay almost the same like the example?
Green Gandalf
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Posted: 26th Nov 2014 16:35
Quote: "can i use that effect to make real antialiasing in my game?"


Yes you can. You need to store the screen image in an imageID. Then apply the shader to that and display the final result. You need to use the set camera to image command plus a few other things.

Quote: "fps will stay almost the same like the example?"


As in the example, yes. But you've missed the point. Turning off AA using that demo doesn't turn off the AA calculations - it only makes them have no effect. There's bound to be a loss of performance using that shader in your game because of the extra camera renders needed. It might be possible to use a screen shader directly on the scene to achieve the same result. Whatever route you use you'll need to spend some time studying the code.



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Cescano
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Posted: 26th Nov 2014 16:41
How can I use the screen shader directly on the scene?
I know there are commands to use shaders directly on the camera, but i never found a screen shader to use and test, only shaders that must be applied to each object separately
Phaelax
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Posted: 26th Nov 2014 17:06
1750 - AA on
2900 - AA off

So I saw a huge difference in frame rate. I'll test it on my laptop soon as I get DX9c installed, which doesn't appear to be working.


"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
Green Gandalf
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Posted: 26th Nov 2014 18:25
Quote: "So I saw a huge difference in frame rate."


Any idea why?



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Chris Tate
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Posted: 26th Nov 2014 19:45
800 fps with kuper's AA
1500 fps with his AA switched off

GeForce GT 740

Green Gandalf
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Posted: 27th Nov 2014 00:46
Do you have any idea why it should be faster using zero edgeSize? As far as I can see the shader is doing the same work in each case.

I'm assuming you are turning off AA by pressing the space bar as in his demo.



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Cescano
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Posted: 20th Jan 2015 15:40
I tried again to make another test launching my updated game with both cards, I really can't realize why the hd4000 performs better than the nvidia gt635m, in some angles it is even 50% faster, in other angles it doesn't make a huge difference, also the nvidia card seems to have some flickering problem with the water shader, it is very noticeable when you walk but almost no difference if the camera doesn't move.

I want to add that in some games such as Football Superstars the hd4000 performs better too, while in games like Battlefield 4 the nvidia card is way faster (in Battlefield play 4 free too), can someone explain me why this happens?
Phaelax
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Posted: 6th Feb 2015 08:19
I forgot about this thread. My results above are with a gtx 660. My laptop though has a 635m with I believe intel hd3000.


"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
Cescano
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Posted: 6th Feb 2015 09:12
So still nobody knows why a hd4000 performs better than a nvidia gt635m? On the paper the nvidia is faster, but in games made with dbpro the intel performs better.
I have also noticed this in some other games, such as Football Superstars.

also my hd4000 drivers are not even updated to the latest drivers (due to some major bugs on the new drivers i had to reinstall the old one)
my nvidia gt635m is updated to the latest drivers.

As I said previously, in games like battlefield 4 or battlefield play4free the nvidia performs better, so what cause these differences? perhaps some games use directx and Others OpenGL? I don't know if that makes sense but i remember some 3d programs i used in the past to model in 3d had that option to render in directx or OpenGL and the framerate was different

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