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The 20 Line Challenge / See how fast your program will run (only 7 lines!)

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Classic Evil
18
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Joined: 4th Nov 2005
Location: watching you through your window
Posted: 10th Feb 2006 00:55
This is a very simple program that tells you test for how many polys you should use in your game. It simply tells you how many frames per second it will process with that number of polygons.
To control it use the upkey to increase the number of polys and downkey to decrease the number of polys.
I hope this program helps.



There are two types of people in this world: people who are extremly cool and are good at everything and people who are me.
Grace
18
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Joined: 8th Feb 2006
Location: traveling
Posted: 11th Feb 2006 19:48
I love your program
SimSmall
19
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Joined: 7th Aug 2004
Location: United Kingdom
Posted: 12th Feb 2006 14:27
I can't believe no one's thought of one of these already!

(sorry if someone out there has, I just don't know about it)...

On an old relic computer (windows 95, 500 MHz processor, 32 MB RAM, 16 MB PCI Diamond viper (You get the idea it's old - don't ask why I've still got it...)) It struggled beyond 1000 polies, going down to 9 FPS
Diggsey
17
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Joined: 24th Apr 2006
Location: On this web page.
Posted: 5th May 2006 23:09
I can get 14,000 polys at 40 fps

There are three types of people, those that can count and those that can't.
Freddy 007
19
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Joined: 30th Nov 2004
Location: Denmark
Posted: 6th May 2006 00:21
I think this kind of application has been done before. Nice though.

zzz
18
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Joined: 13th Nov 2005
Location: Sweden
Posted: 8th May 2006 21:57
I can have 31.000 polys at 40fps.
Nice program!

Antidote
19
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Joined: 18th Mar 2005
Location: San Francisco, CA
Posted: 9th May 2006 02:13 Edited at: 9th May 2006 02:14
Although please keep in mind that the number of polys does not always complete attribute to the FPS, since a lot of the times is complicated algorithms like AI and physics(if it's not a semi-complicated* algorithm it's not good enough) that eat up the most resources.

*Does not mean you have to make everything hard to read, just make sure there are lots of checks to make sure everything works the way it's supposed to under any circumstances.



Hawkeye
20
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Joined: 19th Sep 2003
Location: SC, USA
Posted: 11th May 2006 02:15 Edited at: 11th May 2006 02:16
It'd be better if you posted the frame time as well - so:



[untested]


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Benji
18
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Joined: 17th Dec 2005
Location: Mount Doom
Posted: 13th May 2006 01:42
27,300 at 40 fps

My Specs: Geforce 6200 128 MB.,3.0 GHZ Pentium 4 Processer, 512 MB Ram.
EddieB
19
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Joined: 29th Sep 2004
Location: United Kingdom
Posted: 14th May 2006 04:08
16,000 at 42 fps.
Chris Franklin
18
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Joined: 2nd Aug 2005
Location: UK
Posted: 14th May 2006 13:03
Wow my graphics card is rubbish

24k of polys at (See Source box)

Theme park simulator wip boards

x1b
19
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Posted: 15th May 2006 02:33
20775 polys 40FPS

3Nigma
17
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Joined: 23rd Apr 2006
Location: RoManiA
Posted: 17th May 2006 22:07
Sunrise 3D...are you ashame of your computer?
Interesting program!
31200 at 40FPS

Knowledge belongs to the world...but not this time
IanM
Retired Moderator
21
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 17th May 2006 22:32
Sorry to burst your bubble - this benchmark will only show you how many DBPro objects your machine can handle. You can prove this by changing the code to create spheres instead of cubes.

I've added the object count to the display. Try running it with 1000 spheres, and then 1000 cubes - I get exactly the same framerate each time, even though the poly count is way higher with spheres.



With the original code, I get 38472 polys at 40fps ... just to outboast you boasters

For free Plug-ins and source code http://www.matrix1.demon.co.uk
BENOJ
18
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Joined: 17th Mar 2006
Location: UK
Posted: 17th May 2006 22:41
around the same as Ian, was rrly trying to get to 40k at 40
i got 40k at 36-35ish



EddieB
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Location: United Kingdom
Posted: 18th May 2006 00:21
180k at 40 fps :S
Drew G
User Banned
Posted: 18th May 2006 01:34
On IanM's code I got 100k on 40 fps
McLaine
18
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Posted: 18th May 2006 01:34
Try changing the size of your sphere or cube from 0. Has a dramatic effect.

It's not my fault!
Zerk
17
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Location: Orbiting Jupiter
Posted: 23rd May 2006 03:26
He's right, at 40fps, I have 20,600 with a cube size of zero and 6,000 at a cube size of 10!
Hobgoblin Lord
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Location: Fall River, MA USA
Posted: 26th May 2006 03:55
with Ianm's I am getting 259,470 at 40 fps
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 26th May 2006 09:08
22,300 polys at 40-41fps

over 580,000 at 40fps on Ian's

"Using Unix is the computing equivalent of listening only to music by David Cassidy" - Rob Pike
Zerk
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Location: Orbiting Jupiter
Posted: 8th Jun 2006 03:41
With IanMs I get 488k polys and 1500 objects at 30 fps. Impressive.

I am putting myself to the fullest possible use, which is all I think that any conscious entity can ever hope to do. ~Hal-9000
Three Score
19
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Location: behind you
Posted: 12th Jun 2006 10:34 Edited at: 12th Jun 2006 10:49
150000@21fps(the lag is most likely in my 1.3ghz cpu) or 10000@32fps(game speed)

edit:
maybe useful for a game to see if it can handle the game...


I was Offset of Reality
tough guys wear pink --so thats why your mom always wears pink
Uncle Sam
18
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Location: West Coast, USA
Posted: 14th Jun 2006 04:07
32 fps is way to slow for game speed. You need at least 60.

Uncle Sam
Nvidia Geforce 7600 GS 256MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
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Three Score
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Location: behind you
Posted: 14th Jun 2006 07:40
halo for pc its default framerate is 30

I was Offset of Reality
tough guys wear pink --so thats why your mom always wears pink
Oneka
19
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Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 15th Jun 2006 01:53
Yah, this program isnt really usefull when determining how fast your computer is,

On this I get 60FPS for 15,612 Polys
Yet on my game there can be more and run at 200 to 400FPS


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Zerk
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Location: Orbiting Jupiter
Posted: 17th Jun 2006 02:01
most big games clamp at 30fps.

I am putting myself to the fullest possible use, which is all I think that any conscious entity can ever hope to do. ~Hal-9000
BatVink
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Location: Gods own County, UK
Posted: 28th Jun 2006 13:41
Quote: "32 fps is way to slow for game speed. You need at least 60"


Your eyes work at ~25 FPS. So you might as well use any processing power above this to improve gameplay, not frame rate.



dawchiks
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Posted: 28th Jun 2006 14:55
he hee 34000 poly's 30fps

viii die comunists !!!!!
Benji
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Location: Mount Doom
Posted: 28th Jun 2006 21:23 Edited at: 28th Jun 2006 21:27
553040 polygons at 40 frames per second. Once I get my Geforce 7800GS 256 MB. Agp upgrade, however.....

Edit:

Quote: "most big games clamp at 30fps."


Maybe its just your comp.

I think most of the people here need upgrades.

My Specs: Geforce 6200 128 MB.,3.0 GHZ Pentium 4 Processer, 512 MB Ram.
Jrock
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Location: Riven
Posted: 28th Jun 2006 23:58
About 500,000 at 34 fps on a 6800 extreme.

erm

Graphiboc
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Posted: 29th Jun 2006 10:03
520k at 40fps on a x300se

Sry for mybad english
RiiDii
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Location: Inatincan
Posted: 30th Jun 2006 02:51 Edited at: 30th Jun 2006 03:00
Try it with the objects on the screen.



Then try it with a texture. At 300 objects without the texture, I get about 40 FPS. At 300 objects with the texture, I get about 32 FPS.




Open MMORPG: It's your game!
Benji
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Location: Mount Doom
Posted: 30th Jun 2006 06:08
Quote: "About 500,000 at 34 fps on a 6800 extreme.
"


extremes are an extremely horrid brand. my 6200 runs better then your 6800

My Specs: Geforce 6200 128 MB.,3.0 GHZ Pentium 4 Processer, 512 MB Ram.
Sven B
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Location: Belgium
Posted: 30th Jun 2006 14:22
The speed depends on 2 things: graphic card AND processor. The processor sends information to the graphic card, => faster processor also means you'll have faster results. (Not advisable to have a faster processor than graphic card)

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Mr Tank
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Location: United Kingdom
Posted: 28th Jul 2006 13:01
Nice. Simple but useful.
I get 15k at 40fps, or generally, framerate * # of polygons ~ 60k

I think things like the actual size of objects on screen and textures make a big diference too. I should have a play with this. I'm really glad that other people get comparable or better stats than my comp- it suggests what i make won't slow down on other people's machines if it works ok on mine.

BTW i generally aim for 60fps- That's what refresh rate on HDTVs is, and although interlaced refreshes the whole image at 25 or 30Hz, the image "strobes" at twice that frequency.

Also, I heard that PCs use phosphors with faster decay times than TVs, so the strobing is higher contrast for a given frequency, and consequently more likely to do your eyes in.


You'll be able to click on this someday.
SimSmall
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Location: United Kingdom
Posted: 28th Jul 2006 16:57 Edited at: 28th Jul 2006 16:59
I used to be ashamed of my machine, but it seems to be ranking pretty highly here...

(Using IanM's code, but without the FPS count, using fraps for that - yes, I've got fraps stealing processor time)... of course this is spheres, size 0, no textures, not much to be impressed about otherwise

Michaelc
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Posted: 5th Aug 2006 18:09
1,275,340 @ 40 fps
4114 spheres

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