Confused about HWA slowdown
Hi,
I know this is a beta, but I'm interested by the fact that my game seems to run slower in HWA than in normal mode.
It isn't because of the graphics; it is because of the code. I thought HWA would place the graphical load on the GPU therefore freeing up a fairly significant amount of time for the CPU to handle events. Does anyone know what causes this? It's really weird.
Re: Confused about HWA slowdown
Someone else sent me an application that is slower in HWA mode but I haven't profiled it yet. Could you send me your game too? This would help me a lot. :)
Re: Confused about HWA slowdown
This happened to me also. I found that if I clicked off the game so it didn't have focus and then refocused the game it ran much faster... might just be me though!
Re: Confused about HWA slowdown
Ah yes, I haven't yet tested your application either. I wonder what could cause this...
Re: Confused about HWA slowdown
I've profiled the other application, the slow down (or at last a part of the slow down) was caused by a quick backdrop object in ellipse mode. This one is not yet optimized, as well as the gradient quick backdrops. Gradient quick backdrops will be optimized soon, I don't know yet when ellipses will be optimized.
Re: Confused about HWA slowdown
I take it that isn't my one Yves? I can't remember adding a quick backdrop in ellipse mode...
Re: Confused about HWA slowdown
Re: Confused about HWA slowdown
The ellipse mode could be done through pixel shaders, maybe that could be the better optimization Yves, isn't it? But this pixel shader should be done in 1.0.
Is the quickbackdrop in tile mode is already optimized, because I've found it a bit too slow. Don't know why...
Re: Confused about HWA slowdown
Hmm... it should be automatically optimized... I'll take a look.
Re: Confused about HWA slowdown
For a quickbackdrop in tile mode, is a texture is created from the size of the object or is the coordinates of the existing texture are recomputed to let it automatically tiled ?