User Tag List

Page 2 of 2 FirstFirst 1 2
Results 11 to 18 of 18

Thread: Performance decrease with DX 9

  1. #11
    Clicker Fusion 2.5Fusion 2.5 Mac
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    zip2kx's Avatar
    Join Date
    Jun 2015
    Posts
    781
    Mentioned
    17 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by alexexhowl View Post
    afaik -vania games have a huge maps, and it runs on gba, ps, ds without lags so.
    They are built on rooms though, you enter the doors and they build the new room.

    I've always wondered how the best way to do a big open map/frame in fusion is. But I suppose if your active objects get inactive if they are out of frame it should free enough memory and cpu?

  2. #12
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    alexexhowl's Avatar
    Join Date
    Jan 2015
    Location
    RU, YKT
    Posts
    357
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by zip2kx View Post
    They are built on rooms though, you enter the doors and they build the new room.

    I've always wondered how the best way to do a big open map/frame in fusion is. But I suppose if your active objects get inactive if they are out of frame it should free enough memory and cpu?
    i believe so, especially is you have X17600 * Y13200 and about 30k backdrop objects (and this is without counting active objects ( wich must have behiavours )
    also i've realized something similiar prototypes and i think, loading chunks of levels once per request possible in Clickteam Fusion.

    https://twitter.com/xenosoftware/sta...49274177757184
    https://twitter.com/xenosoftware/sta...23737499860994
    https://twitter.com/xenosoftware/sta...22156050219013

  3. #13
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    alexexhowl's Avatar
    Join Date
    Jan 2015
    Location
    RU, YKT
    Posts
    357
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)

  4. #14
    Clicker Fusion 2.5Fusion 2.5 Mac
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    zip2kx's Avatar
    Join Date
    Jun 2015
    Posts
    781
    Mentioned
    17 Post(s)
    Tagged
    0 Thread(s)
    oh wow really dope stuff!!
    Great find my friend

  5. #15
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
    mobichan's Avatar
    Join Date
    Oct 2007
    Location
    Buffalo, NY
    Posts
    3,281
    Mentioned
    26 Post(s)
    Tagged
    0 Thread(s)
    That seems like a great example of dynamic loading by Kisguri.

    @Julian82 : does this example differ from your approach? I am curious if there is a “better” way to handle large levels.

  6. #16
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCiOS Export ModuleInstall Creator Pro
    Julian82's Avatar
    Join Date
    May 2012
    Location
    outbuddies.com
    Posts
    937
    Mentioned
    47 Post(s)
    Tagged
    0 Thread(s)
    @mobichan : I think if you want a real open area you have to employ dynamic array loading. My efforts in this topic were pretty basic and in the end I cut everything into rooms. I think the array method is very complex to handle for games with sophisticated tile sets and multiple layers. Another thing important would probably be to scope the data accesses very well, and maybe work with multiple smaller arrays instead of one giant.

  7. #17
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    alexexhowl's Avatar
    Join Date
    Jan 2015
    Location
    RU, YKT
    Posts
    357
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Julian82 View Post
    @mobichan: I think if you want a real open area you have to employ dynamic array loading. My efforts in this topic were pretty basic and in the end I cut everything into rooms. I think the array method is very complex to handle for games with sophisticated tile sets and multiple layers. Another thing important would probably be to scope the data accesses very well, and maybe work with multiple smaller arrays instead of one giant.
    yep, for advice: you can calculate player xy position and convert it into cell xy. ( you can find example xable fusion site, i believe it's calling zelda or block scrolling) and load array file (for example, room_x_y.arr) relative to player x,y coordinates.
    damn, it's very interesting concept, i hope, someday i realize it.

  8. #18
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export Module
    Skyhunter's Avatar
    Join Date
    Jan 2007
    Location
    Croatia
    Posts
    451
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    You have to take into account backdrops are handled differently in dx9, they have the same performance drop as active objects, I found that around 1000 objects on screen will drop perfomance quite a lot, even if they are backdrops. In standard backdrops are great for perfomance, in dx9 they are mostly useless, with almost no difference to active objects.

    Edit: Also in Dx9 backdrops count towards the object count, it is not displayed in the counter.

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. Increase decrease.Help with function.
    By LopsterCow in forum Fusion 2.5
    Replies: 0
    Last Post: 29th February 2016, 02:50 PM
  2. [Help] Frame Rate Decrease While Recording With Fraps?
    By koolbrosmk in forum Fusion 2.5
    Replies: 3
    Last Post: 9th July 2015, 05:39 PM
  3. How to decrease the volume of the samples?
    By ineke in forum Android Export Module Version 2.0
    Replies: 9
    Last Post: 27th September 2012, 10:34 PM
  4. Performance decrease with DX 8 & 9
    By Blizna in forum Hardware Accelerated Runtime
    Replies: 2
    Last Post: 5th November 2011, 08:39 PM
  5. Performance Decrease with 3D Mesh object
    By Kalnar in forum Hardware Accelerated Runtime
    Replies: 20
    Last Post: 18th January 2008, 08:33 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •