Its quiet strange I think that I'm getting such low perf in a fairly simple scene. Shown Here:
I'm using Deferred rendering at 800x600, all lights and models are Light Mapped, and using the IGF Framework. Any ideas on wuts wrong here?
Hi UjenT,
Is the 55.99 fps stat the average return or is it due to the screenshot and it is actually slightly higher (60-59)?
If it's due to the screenshot, that may be because of the fact IGF automatically sets the VerticalSynchronisation to true. As a test, switch it off by calling Application.VerticalSynchronization = false in your Application inherited class constructor.
Philippe
ok let me do that but still if you see the time it takes for sunburn is 13ms or so, which is a bit high imho, you know?
EDIT: Took a 2nd screenshot with vertSync off and timestep off. Shows very similat results.
EDIT2: Here is another scene with more then 30x the Polys yet its holding a steady 60fps. Wut is it that slows the other scene down so much?
I have also tried diff settings in the renderer but no change wut so ever.
Maybe the many overlapping lights could be the cause?
Contributor on the SunBurn sgMotion Animation Library open source project.
Tom: Maybe the many overlapping lights could be the cause?
That's very odd, what does the performance look like when commenting out the SceneInterface BeginFrameRendering(), Render(), and EndFrameRendering() calls?
If the draw time is still high does the project contain any custom rendering or code that processes during Game.Draw() which could account for the overhead?
Let me know if this helps!
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Heres a screenshor after commenting the sunburn rendering and begin/end frame calls:
That's very odd - are you able to send over a quick test case for us to test (a simple starter kit with assets that show the behavior is fine)?
Thanks!
Yes, you'll have it in a min
EDIT: Okay I sent it to you, let me know if you got it.
JohnK "bobthecbuilder": Hi UjenT, That's very odd - are you able to send over a quick test case for us to test (a simple starter kit with assets that show the behavior is fine)? Thanks!
Wanted to ask you if you've found anything yet, its very strange but could it be that the flipped normals in the room could cuas this?
UjenT,
What happens if you move the camera backward? A long time ago, I met the same behavior when I was rendering meshes in relatively small scales but really close to the camera near plane. Getting away from them, I got better framerate.
Philippe Da Silva: UjenT, What happens if you move the camera backward? A long time ago, I met the same behavior when I was rendering meshes in relatively small scales but really close to the camera near plane. Getting away from them, I got better framerate. Philippe
Philippe,
Just tried that but same issue.
JohnK,
I setup a few more timers and got some interesting results, you can see it here:
As you can see, SceneInterface.BeginFrameRendering is taking almost 8ms, everything else is around 2ms. Also when I rotate the camera so that there are 0 poly's being drawn, the EndFrameRendering still takes 2ms, dunno if thats normal.
Hope this helps.
Johnk,
Have you been able to find out whats cuasing the perf issue? I'm at a loss right now and dont know what to do.
I checked out the test project, but did not see any performance issues. The project runs without changes (HDR / bloom enabled) at ~90fps on Xbox, and at ~120fps with HDR disabled. Please note I'm running SunBurn 2.0.14.
Try performing a Rebuild of the project to see if the cached assets or exe are somehow causing the issue.