Odd (Bad) sunburn performance on Xbox and PC's

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SunBurn_Community_Licensee
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2.0 Studios Posted: 06-13-2012 5:39 AM

Hey I am having some issues with sunburn performance (Deffered) in my game.

I have used 2 profilers (DotTrace mainly) and some custom xbox profiling code and found that on pc ~80% of the time is spent in render of sunburn, On the xbox it is about ~90%.

Of this ~85% over 90% is in

SynapseGaming.LightingSystem.Effects.BaseSasEffect.SetWorldAndWorldToObject(Matrix&, Matrix&)
and
s.x.6(GraphicsDevice, SamplerState)

Which are inside "SceneInterface.BeginFrameRendering(ISceneState)" and "DeferredRenderManager.Render()"


The main issues deepdown are "SynapseGaming.LightingSystem.Effects.BaseSasEffect.SyncTransformEffectData()"
And
"Microsoft.Xna.Framework.Graphics.TextureCollection.get_Item(Int32)"


I have tryed a 3 year old laptop, 4 year old desktop and a 1 year old desktop.


Any ideas on how I can improve this?

On these machines they can have 120 (300-800 tri) meshes rendering and get less than 15 fps at 720p.

Adding SSAO, DOF, Atmosphereic scattering, HDR, 2000 particles (not in sunburn) makes the fps change by less than 1-2 fps. What is TextureCollection.get_Item(Int32) being used for that could make it take up almost 40% of the game by it self? It is obviosly something I am doing wrong... And BaseSasEffect.SetWorldAndWorldToObject(Matrix&, Matrix&) almost uses another 40%...

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Hi 2.0,

It sounds like a ton of meshes are being rendered in the scene.  This causes the renderer to frequently change the transforms applied to the scene effects, and also frequently run a fix for an XNA 4.0 sampler state issue.

Can you post the SunBurn rendering stats?

Let me know if this helps!

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