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DarkBASIC Professional Discussion / DBpro vs DB1.13 3D performance

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wargamer
21
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Joined: 7th Jan 2003
Location: United Kingdom
Posted: 7th Jan 2003 14:48
I was doing a little performance comparison between 3D performance of Darkbasics old (ie 1.13) and new (ie Pro). I generated a number (up to 1000) of boxes randomly within a 20km square and set the max camera range to 10km to see how the framerates compared.

With low numbers Pro was much faster, but as the numbers got larger and larger the speed dropped until at 1000 boxes it only managed about 3FPS with a GeFORCE3!!! Good old DB 1 was still managing well over 40FPS using the same computer.

Why oh why oh why??????

Can someone else check this result out?

Is there something dumb I'm not doing in Pro??

aaagh
mimesis
21
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Joined: 26th Aug 2002
Location: Norway
Posted: 7th Jan 2003 14:51
Patch 4, which is going to be released soon, will (hopefully)
adress this problem.
wargamer
21
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Joined: 7th Jan 2003
Location: United Kingdom
Posted: 7th Jan 2003 14:58
Yahoo! and thanks

So how did u get the inside info ?
MrTAToad
21
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Jan 2003 15:01
I think Lee mentioned it a while ago now...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Van B
Moderator
21
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 7th Jan 2003 15:02
Yeah, DBPro is slow with lots of objects - Patch 4 is promising a faster pipeline, which should make things much better performance wise (when it's fully implemented that is).

Try getting a really high poly model (like 5000 polys), and try a speed test with that instead, using maybe 5 models loaded, I'm sure DBPro will kick classics ass.


Van-B
IanM
Retired Moderator
21
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 7th Jan 2003 15:03
Lee and Mike are coding as we speak. Inside info is available to DBDN members
mimesis
21
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Joined: 26th Aug 2002
Location: Norway
Posted: 7th Jan 2003 15:15
Ian & MrTAToad, why dont u guys help them out, so we can all
get our patches faster! it's only c++ right?
Rob K
Retired Moderator
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Jan 2003 15:35
Because of the way that DBPro processes 3D objects (IIRC it opens and closes the 3D pipeline every time something is proccessed), it really slows down with lots of 3D objects. The new system is far more streamlined IIUC.

NOBODY has a forum name as stupid as Darth Shader. I do.
n3t3r453r
21
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Joined: 8th Nov 2002
Location: Russia
Posted: 7th Jan 2003 16:12
@MTAToad || IanM:
A you writing DLLs for DBpro? So do I.

What do you think about writing dll, that allows u to manipulate virtual memory? I think that if we can create the API to it and compile it as DBpro plug-in, dll will be a good system of auto pre-loading and will faster the game. Isn't it?
MrTAToad
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Jan 2003 18:54
Its best to let the operating system deal with virtual memory, saves corrupting anything... The only really way to get a program to load faster is to get fast memory, speed up your hard-drive, and reduce the number of programs already running...

Bassi - I dont think Lee will let me look at the code, as I dont work for DB, I dont have DBDN membership (too miserly to pay for it) and I'm not very good with programming 3D graphic pipelines... Hence the reason for getting DBPro in the first place.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
ZomBfied
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Joined: 2nd Oct 2002
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Posted: 7th Jan 2003 19:15
Woah deja vous --I did the the same exact thing and posted it a few weeks ago. It's true, its all true. Soilent Green is people! It's PEOPLE!

IanM
Retired Moderator
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Location: In my moon base
Posted: 7th Jan 2003 19:20
Same here - I wouldn't know where to start with a 3D engine.

As for virtual memory, if you are talking about memory mapped files, I think Lee is already doing something on that, but it probably won't be part of patch 4.
n3t3r453r
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Joined: 8th Nov 2002
Location: Russia
Posted: 8th Jan 2003 09:16
@IanM:
Yes, about mapped files (sorry just forgot the word )

@MrTAToad:
During testing DBpro i noticed that it doen't use vir. memory at all, he stores all into the main memory!!!! And what it will do if there were a lot of objects? There is only one answer - crash!!! Also i noticed that many of up-to-date games (Mafia for example) use vir. memory, because there is no place in my main memory to load all town, so it stores from vir. mem. to main some objects and free objects from main mem. that are not needed. WHy DB can't use the same system?
MrTAToad
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Location: United Kingdom
Posted: 8th Jan 2003 13:16
It probably will once enough main memory has been used. As I haven't used a lot of objects yet, I cant say though...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
IanM
Retired Moderator
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Location: In my moon base
Posted: 8th Jan 2003 15:16
The up-to-date games do NOT use virtual memory in that way - that is a good way to make your game run like treacle.

What they actually do, is load data when it is required - a totally different thing. But because they can do this in a separate thread or asynchronously, it is (usually) transparent to the player.

It may be worthwhile to put a system like this in place to read into a memblock. I'll think it over.
MrTAToad
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 8th Jan 2003 18:41
I always though the sudden slowdowns was the VM kicking in...

Midn you, it could just be tiding itself up.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!

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