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AppGameKit Studio Chat / AppGameKit Studio v1.0 - slowest performance of all AppGameKits and judders the most too?

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Qube_
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Posted: 27th Jul 2019 13:36 Edited at: 29th Jul 2019 23:12
For quite a while now I've found the output of AppGameKit getting worse. Especially on Mac.

Since version AppGameKit Classic 2018-07-12 I've found a big drop in raw FPS output and the introduction of judder. As 99% of the time I develop on my Mac I'd be interested to see what other users experience across various OS's and AppGameKit versions.

I've compiled binaries of 3 different versions of AppGameKit for Windows / Mac and Linux. The versions used were :

AGK Classic 2018-07-12
AGK Classic 2019-06-11
AGK Studio 2019-07-23

For me the best performer ( on Mac at least ) for both constant smoothness and fastest FPS ( with vSync off ) is AppGameKit Classic 2018-07-12.

How to test :

1.. Download the version(s) for the OS's you have.
2.. Watch closely for a minute or two to see which AppGameKit version runs the smoothest without juddering.
3.. After point 2 press S to toggle vSync Off and see which version produces the fastest FPS.

Download Links :

https://www.syntaxbomb.com/files/AGK-FPS-Judder-Windows.zip
https://www.syntaxbomb.com/files/AGK-FPS-Judder-Mac.zip
https://www.syntaxbomb.com/files/AGK-FPS-Judder-Linux.zip

Report :

Let me know the results of which worked best / worst for you + The OS's used and the FPS with vSync off per version.

Compile yourself? :

For those that have AppGameKit Classic / Studio / Different versions - Here's the code if you don't want to download the included binaries - Also attached is the ball.png which goes in the media folder.



So what's changed and why is it getting worse on Mac? Others have also found the earlier version of AppGameKit on Windows performs smoother and faster so it's not just Mac alone.

EDIT 2019-07-29 - A user at SyntaxBomb posted video's and their experience with the above code which echo's many others results with introduced judder in later version of AppGameKit :

https://www.syntaxbomb.com/index.php/topic,5891.msg28188.html#msg28188

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Qugurun
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Posted: 27th Jul 2019 14:13 Edited at: 27th Jul 2019 14:14
Windows 7x64 - integrated video card

AGK Classic 2018-07-12
30-32fps

AGK Classic 2019-06-11
30-32fps

AGK Studio 2019-07-23
42-44 fps

AGK Classic 2019-06-11
30-32fps
https://www.instagram.com/qugurun/
Qube_
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Posted: 27th Jul 2019 19:43 Edited at: 27th Jul 2019 19:45
Forgot to post my results on iMac ( Retina 5K, 27-inch 2017 ) - GPU is a Radeon Pro 580 8GB

Running the apps with no IDE open :

AGK Classic 2018-07-12 @ 680+ FPS ( skips frames very little with vSync on )
AGK Classic 2019-06-11 @ 220+ FPS
AGK Studio 2019-07-23 @ 220+ FPS ( but skips frames the most when vSync is on )

As can be seen the old AppGameKit Classic 2018-07-12 is over 3 times faster with vSync off on MacOS than later releases of AppGameKit Classic and AppGameKit Studio.

*edit* - In Windows via BootCamp it runs even faster so clearly something has gone wrong with the MacOS side ( please don't blame Apple and OpenGL as AppGameKit Classic 2018-07-12 is obviously OpenGL and works the best )
Zwarteziel
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Posted: 28th Jul 2019 05:56 Edited at: 28th Jul 2019 06:37
Hi,

a quick question: where do you find 2018-07-12? I own AppGameKit V2 Classic as a stand-alone product, on Steam and on the Humble Bundle. I can not find this early version. I have:
  • V2019.06.11 (current version on both Steam and My Products page)
  • V2019.05.22 (on My products page)
  • V2019.01.18 (on Humble Bundle account)



Anyway, I tested this on my old Lenovo W520 laptop, wich has a Core i7 processor @ 2.8Ghz (6 Gb memory) and a Intel HD Graphics 3000 / Nvidia Quadro 1000M graphics card combination (2GB memory). It runs Windows 8.1. When using the Intel card, results are:

  • V2019.06.11 ~ 109 FPS
  • V2019.05.22 ~ 104 FPS
  • V2019.01.18 ~ 101 FPS


Not a lot of difference here. I'll probably test this on my more modern desktop later.
Qube_
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Posted: 28th Jul 2019 07:51
Quote: "a quick question: where do you find 2018-07-12?"

I don’t think you can download it anymore. I just keep older versions as I hate deleting anything, lol.

Try the 2018-07-12 version from my link in the 1st post to test with vsync off on your systems too
RickV
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Posted: 28th Jul 2019 07:57
@Qube_

Thanks for posting this. I will ask Paul about later this week (he's having a few days off currently).
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ghzero
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Posted: 28th Jul 2019 08:04 Edited at: 28th Jul 2019 11:02
Question:
have you all verified the test-results by doing the test on same version more than once ? (..against not having "spontan" interferences by os-tasks , cpu-temperatur/heating or background tasks)
best regards,
ghzero
Stephen Elliott
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Posted: 28th Jul 2019 10:42 Edited at: 28th Jul 2019 11:08
I tried on Windows.

Version AppGameKit Classic 2018-07-12 worked the best. It ran smooth and was the only one to correctly run at my native Monitor Refresh of 75hz and 2800FPS with vsync off.

Version AppGameKit Classic 2019-06-11 wasn't smooth, ran at an incorrect vsync of 60 and 2400FPS with vsync off.

AGK Studio 2019-07-23 ran the worst, less smooth, ran at an incorrect vsync of 60 and 1600FPS with vsync off.

System specs: Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
fubarpk
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Posted: 28th Jul 2019 10:49
If your doing AppGameKit studio comparisions might be an idea to post the hardware your using
to do the tests. With the very least being OS CPU spec and video card this would help debug
if its open gl or vulkan your testing on and make it easier for any fixes.
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ghzero
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Posted: 28th Jul 2019 11:27 Edited at: 28th Jul 2019 13:42
I checked out that test an thinking about following..
-noticing by myself the highest fps(flickering up+down by fast changing during running) is not exact enough!
-an realistic test should count the amount of fpts in the last second to devide that the the seconds of running...so after an fixed amount of runtime we having an amount of calulated fps by remember the highest and lowest...that resume should be more reasonable for an metering!!

can you modify your testcode for that calculations and result output and sharing to us ?
best regards,
ghzero

..almost with my develop-lowprofile-pc: lenovo-m93p with ssd, ram:16gb, cpu+gpu: intel core-i5 4570t @ 2.9ghz, os:win10pro-64bit
ghzero
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Posted: 28th Jul 2019 12:01 Edited at: 28th Jul 2019 13:55
Hi,


my result on modify the testcode to having min-fps, max-fps and average-fps values...

below the modified testcode with min max avr fps:


my results are (on agk-studio):
min_fps 0.89
max_fps 214
avr_fps 190

my results on AppGameKit Classic 2018-07-12:
min_fps 60
max_fps 262
avr_fps 211
best regards,
ghzero

..almost with my develop-lowprofile-pc: lenovo-m93p with ssd, ram:16gb, cpu+gpu: intel core-i5 4570t @ 2.9ghz, os:win10pro-64bit

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Qube_
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Posted: 28th Jul 2019 12:58
@ghzero, this isn’t about just testing Studio but how AppGameKit has been slower and more juddery than previous versions.

If you read the 1st post you’ll see it’s more than just about FPS on studio but an issue that’s been present for over a year
ghzero
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Posted: 28th Jul 2019 13:40 Edited at: 28th Jul 2019 13:56
@Qube_
yes you are right - and I have seen your reported differences in results of different version. but how exact can this results be without having an test running that is calculating exact.
my modification to the testcode is just the reach exacter results by testing.

..and I have classic agk turned back to 2018-07-12 and commited the result in my result posts..
best regards,
ghzero

..almost with my develop-lowprofile-pc: lenovo-m93p with ssd, ram:16gb, cpu+gpu: intel core-i5 4570t @ 2.9ghz, os:win10pro-64bit
Amon
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Posted: 28th Jul 2019 14:58
It is clear, as others, including myself, have noticed a significant drop in speed from earlier versions. There's no need for rocket science tests to see this. Qube's tests show exactly the kind of decline in performance there is using simple tests as verification.
Win 10 Pro - AMD RYZEN 7 Octacore 3.8ghz - 32GB DDR4 - RTX 2070 8GB
Qube_
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Posted: 28th Jul 2019 15:21
Quote: "Thanks for posting this. I will ask Paul about later this week (he's having a few days off currently)."

Thanks Rick

Quote: "but how exact can this results be without having an test running that is calculating exact."

I was thinking of adding in average, max and min FPS ( as you've added, thanks ) but as the FPS difference on a lot of systems is huge between AppGameKit Classic 2018-07-12 and the latest AppGameKit Classic and AppGameKit Studio I didn't think it warranted doing as the results are plain to see without it.

Also if you watch each version with vSync on for a minute or two many notice that later versions of AppGameKit also skip / judder sometimes and more commonly with the later versions of AppGameKit Classic and Studio. It's not all about the pure FPS with vSync off. I suspect it's linked somehow but all I know for sure is at some point AppGameKit lost a lot of performance and it's rock solid smoothness on many systems.
Zuchini
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Posted: 28th Jul 2019 19:51

I can not read because it's too fast
I can say I see the first two numbers better
the highest numbers I see
AGK Classic 2018-07-12 > 1400FPS
AGK Classic 2019-06-11 > 1400 FPS
AGK Studio 2019-07-23 > 1200 FPS

It's on a 5 year old I7 / 64bit with Geforce 550Ti / Windows 10 Pro
gerdich
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Posted: 28th Jul 2019 21:09
This test should be also done with Tier 2. Is a problem of the scripting language?
PSY
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Posted: 29th Jul 2019 00:28 Edited at: 29th Jul 2019 00:29
Win10 64 bit, NVidia 970 GTX
Acer Predator 144Hz Monitor with GSYNC, VSYNC forced OFF in global 3D driver settings

AGK Classic 2018:
Stutters like hell with VSYNC 1 between 60 and 100 FPS, runs smooth with VSYNC 0 at 1200+ FPS

AGK CLASSIC 2019:
Runs smooth with VSYNC 1 at 60 FPS, runs smooth with VSYNC 0 at 1300+ FPS

AGK STUDIO 2019:
Runs smooth with VSYNC 1 at 60 FPS, runs smooth with VSYNC 0 at 1600+ FPS

Studio version is the fastest one with about 300 FPS more than the best Classic version


PSY LABS Games
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fubarpk
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Posted: 29th Jul 2019 01:06
My 2 cents worth

There has also been many tests conducted online with various benchmarks and the agk tests people are doing now with studio seem to conclude that
the open gl engine is better for older hardware while new hardware vulkan engine out performs open gl. Its very march hardware dependant on which
works best but Paul has stated that the next studio update will include the option to select the engine (open gl/vulkan) which should help those with
older harware. Vulkan also has the added advantage of being able to do things open gl cant with shaders for example. Which is another reason why
the vulkan engine could show some major speed improvements doing some things which are just not achieveable with open gl. Its great that we will have
the option of choosing the engine best suited to the needs of individual programs.

PSOpen gl has been around many years and the way to achieve best performance with it been modified and perfect after many years of use while
vulkan is allot newer and perfection takes time. I dont think you can blame TGC for difference's in benchmark tests between the two as its quite hardware
specific and depends on the performance of our individual hardware(newer is better)
fubarpk
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Qube_
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Posted: 29th Jul 2019 02:02
@fubarpk, you're missing the whole point with this as its nothing to do with OpenGL vs Vulkan at all. AppGameKit Classic 2018-07-12 ( OpenGL ) has faster FPS than the latest version of AppGameKit Classic ( OpenGL ) on many systems. This is nothing to do with old / new hardware / Vulkan. Stutter and frame rate drop has also been introduced since earlier version of AGK.

This needs looking into properly without the bluster of OpenGL vs Vulkan. There is an inherent issue that has crept into AppGameKit and it needs looking at seriously and honestly.
fubarpk
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Posted: 29th Jul 2019 02:38 Edited at: 29th Jul 2019 02:40
I understand what your saying but if you are just talking about agk classic changes that's to be expected
as improvements and changes to the platform over time will ofcourse cause speed differences, filesize
changes and the works but if there is a major drop yes it does need looking at but if its just the new
changes and improvements that have been made I wouldn't like them to be removed for speed improvements

If its only the syncing differences and changes then this has been well covered in other threads
fubarpk
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Qube_
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Posted: 29th Jul 2019 05:15
I think 400+ FPS drops with vsync off on some systems is more than just down to new features. Also the judder interrupting basic 60 FPS in simple scenes is also of concern. A missing frame here and there may not bother some but when I can compile in an earlier version of AppGameKit and not have the issue I find that a worry.

I hope Paul can shed light on this and fix the issue as clearly something had been introduced along the way to cause this.

If he wants multiple examples form X version showing the issues in any OS version then I’ll happily do so.
Xaby
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Posted: 29th Jul 2019 11:43 Edited at: 29th Jul 2019 11:48
@Qube_

I guess, it doesn't matter, if you have 2000 FPS or 200 FPS. But it matters, if you have 2 FPS or 20 FPS. I am developing as target platform for the OUYA and the pre-build from AppGameKit S showed ~ 55 FPS and the latest stable 1.0 ~ 60 FPS.
The OUYA has a cap because of the HDMI out and vsync.

On my PC it doesn't matter, if I have 800 FPS or 600 FPS. What I need to know is, if my game, when it has all assets in it, could have about 60 FPS. I also saw, that a drop from 800 to 600 could be very fast, if you have some things in your main loop.
What is your "goal"? Finishing a game with more than 60, maybe 144 FPS. Or does it matter, if AppGameKit couldn't do 1000 FPS in the latest version, but was able to do it 2 years ago, because Windows 10 didn't slowed down a system or what ever?

100 to 99 are 1%
1000 to 990 are 1%
1000 to 800 are 20%

50 to 40 also about 20%

but for a frame in the high framerates your system has less milliseconds to handle the game logic per frame. So we are talking about 1 or 2 milliseconds maybe that AppGameKit could have or have not been slower or faster per frame.
If you have less frames, that doesn't matter as much.
Stephen Elliott
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Posted: 29th Jul 2019 14:45 Edited at: 29th Jul 2019 14:46
Another person who is missing the whole point of Qube's post. Yes there has been a significant FPS drop BUT the more worrying point is as Qube says "Also the judder interrupting basic 60 FPS in simple scenes is also of concern. I hope Paul can shed light on this and fix the issue as clearly something had been introduced along the way to cause this. "

I don't care how many FPS you have, if your AppGameKit game is now stuttering it will really impact how your game is perceived. In some games you might get away with it, but it will be very obvious to any smooth scrolling games.
gerdich
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Posted: 29th Jul 2019 14:54
If the frame rate is not completely constant the use of a variable like "delta time" is necessary.
Stephen Elliott
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Posted: 29th Jul 2019 14:56
This HAS BEEN INTRODUCED BY UPDATES TO AppGameKit (not Studio). Are you even reading Qube's posts?!
Qube_
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Posted: 29th Jul 2019 16:06
@Xaby - Raw performance is very important as during game development I always have vSync off and all movement handled via delta time with a target of 60FPS. This way I can see and monitor the impact the game logic has on performance. So yes, raw performance is very important and dropping 400FPS top begin with is not acceptable in my book.

Also many have dived on the raw FPS like I'm a speed freak but also skipped the more judder in later versions of AppGameKit ( see 1st post ) too.

@gerdich - If you read and understand the 1st post you will see that this is really nothing to do with delta time.

I understand that many want to dive in and defend AGK. I'm not trolling AppGameKit and I've written many games with AppGameKit and I can tell you for a fact that it's not as fast / smooth as it once was. This should not be defended but investigated professionally and honestly.
fubarpk
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Posted: 29th Jul 2019 16:13
Calm down!!!

The introduction of Vsync had various changes to the FPS rate and like I said before has been well documented across threads

Quote: "This HAS BEEN INTRODUCED BY UPDATES TO AppGameKit (not Studio). Are you even reading Qube's posts?!"

the first post in this thread includes studio so any speed comparisons need to be considered if they are using opengl or vulkan
which case shouldnt vary with classic but with vulkan it will be very machine depoendant

and rather than have a go at someone for stating there opinion being different than yours perhaps read into what they are
saying and you might realize it isnt as simple as the first post suggested. you have been told paul will have a look at it he
has been very busy and will be back after a short break..
fubarpk
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Qube_
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Posted: 29th Jul 2019 16:31
I am perfectly calm, thanks.

Quote: "and rather than have a go at someone for stating there opinion being different than yours perhaps read into what they are
saying and you might realize it isnt as simple as the first post suggested. you have been told paul will have a look at it he
has been very busy and will be back after a short break.. "

I've not had a go at anyone so perhaps you could rephrase? but I get the impression you want to stretch your Mod fingers by posting in red and using bold as some form of warning to me?

Perhaps lock this thread until Paul has had a look and maybe I can email him direct rather than the confusion that ensues here about such matters.

For the greater harmony I'll not post anymore in this thread unless Paul directly requires it.
Santman
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Posted: 29th Jul 2019 21:49
You're never going to notice the drop of 1 or 3 frames per second in any game, unless you have it on the screen. At least, not if the baseline is 60 fps.
tiresius
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Posted: 29th Jul 2019 22:04
Quote: "You're never going to notice the drop of 1 or 3 frames per second in any game, unless you have it on the screen. At least, not if the baseline is 60 fps."


Quote: "I don't care how many FPS you have, if your AppGameKit game is now stuttering it will really impact how your game is perceived. In some games you might get away with it, but it will be very obvious to any smooth scrolling games."


A visible stutter is the death of scrolling/action games. Sounds like Dev Paul will be looking at it so instead of arguing in circles and not reading each other's posts we should just wait for some news.
Increase
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Posted: 29th Jul 2019 22:26
Is there an evidence yet, that a solid programmed game won't work ?

Comparing rather high FPS performances might not lead to the right conclusions about it's usability for practical graphic display.
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Qube_
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Posted: 29th Jul 2019 23:21
I said I wasn't going to post anymore in this thread but the below raises a valid point :

Quote: "Is there an evidence yet, that a solid programmed game won't work ?

Comparing rather high FPS performances might not lead to the right conclusions about it's usability for practical graphic display."


Another of my concerns is the introduction of judder in later version of AppGameKit Classic and the latest AppGameKit Studio. Yes I know my example code doesn't have any delta timing in it but for a simple scene it should be smooth on any monitor refresh.

Even if we forget the drop in raw FPS and concentrate on pure silky smooth scrolling across the AppGameKit version then a user at SyntaxBomb posted video's and their experience with the above code which echo's many others results with introduced judder in later version of AppGameKit :

https://www.syntaxbomb.com/index.php/topic,5891.msg28188.html#msg28188

As far as games go then I have the below games which all run pretty smooth but are not as smooth when compiled in the latest version of AGK. If you want then I can compile all of them with the latest version of AppGameKit for your OS as a comparison?

Comet Killer
The Last Ginger Ninja
ExBiEn
ZX Collection Volume #1
Increase
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Posted: 30th Jul 2019 01:01
So with VSync off - everythings seems to be great - is that the baseline ?

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Qube_
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Posted: 30th Jul 2019 03:58
Quote: "So with VSync off - everythings seems to be great - is that the baseline ?"

No, that's not it at all and I'm not sure where this is coming from beyond skim reading the thread and coming to assumptions?. Could you please read the very first post again as it's all explained there.

I know this kind of thread has the potential to become heated and derailed but I believe there is a real issue here that if not looked at and sorted now could lead to serious issues down the line for all AppGameKit game developers.
Xaby
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Posted: 30th Jul 2019 11:04
@Qube_

I run your compiled programs
AGK Classic 2018-07-12.exe : 59.998
AGK Classic 2019-06-11.exe : 59.998
AGK Studio 2019-07-23.exe : 59.998

They all have the smudge effect in the couple of first pixle lines. All three versions look the same to me. Not good, maybe not smooth, but as same as it could get.

The running system I am tested it was Windows 7 with DirectX 10, Intel Core i5-6500 @3.20 GHz and 16,0 GB RAM (15,8 for use), I guess, it is an onboard GPU.

I understand your problem. Maybe you have to buffer some sprites before and render the background before, or you have to code more to the metal or use another system like a C64, MegaDrive, Amiga, etc.

Unity, Unreal, Game Maker, all programs have the same problem. You need exclusive right to the GPU and hope, that no other Browser, Streaming-Service, Virus Scanner, etc. will interfere.
The next Problem are the non CRT monitors, and Windows trying to synch and optimise text and so on. I saw a lot games also on consoles with that effect. So also Playstation, XBox and so on, have to fight this problem.

FPGA and your own electronic device could be the anwser. I guess, your problem could be solved in the Deme Scene. There they have also these issues with there trackers. Some music sounds right, some not, because of some lags in timing.
The solution for music is often buffering. So maybe what you are looking for is your own solution for double, tripple buffering. That could introduce a potential input lag, but could prevent the visuals from the smudge.

But I can't see a difference between the versions on the machine I tested it. So maybe this problem came from another source.
Increase
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Posted: 30th Jul 2019 13:44
@ qube_ Does it make a difference if you setsyncrate (0,0) ?
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Xaby
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Posted: 1st Aug 2019 10:49
@c03dr9, it looked like VSync was off, because the the smudge, but I pressed S

AGK Classic 2018-07-12
214 maxfps

AGK Classic 2019-06-11
209 maxfps

AGK Studio 2019-07-23
207 maxfps

At the second test, they where all about 199 .. 207, I can't tell a difference.
Maybe the average from AppGameKit 2018 is 200+ and in AppGameKit 2019 it is 199+
Also AppGameKit 2019 minfps could be as low as 185 and AppGameKit 2018 is about 194

So the framepacing could be more up and down in the newer release. But the visual scrolling looks nearly the same, if not best at the latest AppGameKit version.
Amon
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Posted: 3rd Aug 2019 23:27
There's always one.
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Amon
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Posted: 4th Aug 2019 00:56
One guy out a bunch who seems to have no problems at all with anything even though everyone else is.
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Increase
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Posted: 4th Aug 2019 12:21
it's the mood of the volcano ... sometime it's timid , sometimes it errupts
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RickV
TGC Development Director
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Posted: 5th Aug 2019 07:55
Hi, Paul is still working on Studio to ensure it can export API28 builds. We hope to have a new build early this week. Once that's done I'll remind him to review this and other threads.
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Stephen Elliott
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Posted: 5th Aug 2019 19:29 Edited at: 5th Aug 2019 20:49
"Once that's done I'll remind him to review this and other threads." - thanks Rick.

Installed today's Studio Version, and that is an improvement over the last AppGameKit Studio (but not AppGameKit 2018 frame rates). Good work.

Running Qube's Ball Demo on Windows and it now runs smoothly, and also runs at the correct Monitor Refresh of 75hz on my system at 1600/1700 FPS with Vulkan and 1000/1100 with OpenGL..
DavidAGK
AGK Developer
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Posted: 5th Aug 2019 21:18
To me, performance and elimination of all stuttering is absolutely essential and should be a key focus. There should be standard benchmarking tests that TGC use on each release to ensure at the very worst it’s not getting slower and ideally getting faster. A basic language that performs super fast is what AppGameKit should be all about IMO.

Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Qube_
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Posted: 5th Aug 2019 23:37
Quote: "To me, performance and elimination of all stuttering is absolutely essential and should be a key focus. There should be standard benchmarking tests that TGC use on each release to ensure at the very worst it’s not getting slower and ideally getting faster. A basic language that performs super fast is what AppGameKit should be all about IMO."

I agree and something crept in with the later versions of AppGameKit Classic which on a lot of systems increased stutter whilst running with vSync on and also reduced raw FPS with vSync off.

Great news that early reports on the latest version of Studio with Vulkan enabled appear to be promising
DavidAGK
AGK Developer
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Posted: 6th Aug 2019 07:10
Yes, any performance benefits brought by Vulkan are definitely welcome!

I’d love to see TGC squeeze more speed out of Tier 1 code/logic. I recall someone saying Tier 2 was the same speed for graphics but about 20 times faster at executing code. So would be great to see some movement on that front. The faster the code executes the more you can do so it’d be nice to see that on the Studio roadmap.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
AGK Developer
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Posted: 6th Aug 2019 08:53
Just tried my 2D platform game with the new AppGameKit Studio release and Vulkan - I get a much higher frame rate (when vsync is turned off) under AGK2 (and therefore Open GL) than I do under AppGameKit Studio with Vulkan :S Ugh! Also more stuttering and shearing. AGKStudio also appears slower using OpenGL than AGK2.... With VSync turned on Vulkan performs nicely but I like to see the unclamped FPS to keep an eye on performance.

I'll have to have a closer look at some stage but currently it looks like I'd have to release my game under AGK2.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Paul Johnston
TGC Developer
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Posted: 6th Aug 2019 16:52
There was a bug with SetVSync(1) that would still limit the FPS to the previous value passed to SetSyncRate, which could cause occasional stuttering. I fixed this in the Windows player in AppGameKit Studio and I've fixed it for the next version of AGK2 for all the desktop platforms. You can work around it by calling SetSyncRate(0,0) before calling SetVSync(1). It seems VSync on Mac doesn't actually do anything, at least on my machine, and the previous frame rate limiting was purely due to this bug.

I tried your example projects on my Mac and the 2018-07-12 version fluctuated randomly between 100 and 200 fps, making it jump around a lot. The 2019-06-11 and the Studio 2019-07-23 versions both performed the same and remained around 160fps, there was a little bit of jumping but it was much better than the 2018-07-12 version. So I don't know what's going on there. I'll see what happens when I implement Vulkan on Mac and see if it reveals anything.
Stephen Elliott
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Posted: 6th Aug 2019 19:06 Edited at: 6th Aug 2019 19:54
"To me, performance and elimination of all stuttering is absolutely essential and should be a key focus. There should be standard benchmarking tests that TGC use on each release to ensure at the very worst it’s not getting slower and ideally getting faster."

Well said!!

"Today i make some tests and it seems that opengl is a big problem."

NO it's clearly not Opengl, because way before Vulkan (and the Studio version) was introduced Qube's 2018 AppGameKit demo out performs EVERY VERSION of AppGameKit by a large margin and does not have stutter(run the exe's). DavidAGK (and others) have said the same. These guys have actually written full games, rather than tinkering with small programs. There's clearly been a hiccup introduced which has unsettled the previous rock solid smooth frame rates.

After Paul's update (on my system) the smoothness has returned, but it's 1000FPS slower than the 2018 version of Basic AppGameKit with Vulkan and even slower with Studio Opengl!! Something is very wrong.
Stephen Elliott
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Posted: 6th Aug 2019 20:08 Edited at: 6th Aug 2019 20:08
I think you really should read Qube's very first post properly. Ignore Studio for a second, AppGameKit has become significantly slower and more jittery on some systems.

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