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Re: [Enigma-devel] Maemo Port for Nokia Internet Tablets - Performance:


From: Andreas Lochmann
Subject: Re: [Enigma-devel] Maemo Port for Nokia Internet Tablets - Performance: Sounds
Date: Sat, 23 Feb 2008 15:51:48 +0100
User-agent: IceDove 1.5.0.14pre (X11/20080208)

Hi,

"Magic Triangle" also has a high use of sound effects. Please
try and change sound::EmitSound in src/sound.cc to:

bool sound::EmitSoundEvent (const std::string &eventname, const ecl::V2 &pos,
                           double volume, bool force_global)
{
   return false;
// return sound_engine->emitSoundEvent(eventname, pos, volume, force_global);
}

This deactivates nearly all sounds, circumvents the
interpretation of sound event names and the sound
damping system, of course.

If this gives some more fps, we can try to optimize
the soundsystem.

Greets,
Andreas


Till Harbaum / Lists schrieb:
Hi,

there's definitely an improvement in that level. It now shows ~3-4fps most of the time, but it's still not solvable that way.

What about the double/float issue? Would it perhaps make sense to replace any occurence of doubles within the game with something typedef'd so we can easily change this to float if helpful. Or would you like us to test if floats actually give us a performance benefit before doing something like that?

Pipeline, the version currently in my repository is a) based on these latest patches and b) was made of the patch set i send around. So you're welcome to give it a try.

Till

Am Samstag 23 Februar 2008 schrieb Ronald Lamprecht:
Hi,

Pipeline schrieb:
Another level that I would like to hear comments from Maemo users
concerning the performance:

Enigma VI#89 Magic Triangle

How fast is this laser level - is it critical? I found some points
that I could improve concerning laser calculations.
This level is around 0-1 fps with --showfps on and rather unplayable.
After playing on desktop i see why you mention it.  Yes i suppose that
is alot of laser collision detections/hits which might benefit from any
improvements you might have in mind.
With trunk r1046 I hopefully replaced all O(n^2) and O(n log n) laser
algorithms by linear ones concerning the number of set laser beam items.
  Could a Maemo user please check the influence on speed of this level?

Just to give you an idea of typical framerates had on maemo n800/810
devices, Tutorial #1 idles around 45fps (as do most nonanimated levels).
Enigma I #92 Security Guards now surprisingly hovers around 45-50 as
does E III #44 Rush Hour Traffic.

Alot of physics intensive levels also remain playable in 6-40fps range
depending on collisions, triggers, bands, etc.  Let me know if there are
any other levels you want me to check (or recheck :) since the remainder
of examples i have found so far are 'combinations' of factors and/or are
still fairly playable.
Any level showing a framerate of 6 fps and more will run realtime
without any restrictions concerning the physical engine. When the load
gets too high the display steps aside and all power is used for the
physics simulation. The levels get unplayable because the shown display
is out of date.

I'm sure you probably get all types of feature requests but I have to
wonder what level of difficulty would be involved in creating feature to
record gameplay for review/replay.  Could all the real time inputs be
captured and replicated, and if so do the actors use any randomizations
that would be difficult to replicate?   Might be interesting just for
the meta-simulation aspect, and useful for future multiplayer.
That is one of the major features of the release that follows 1.10. I
did a lot of the necessary preparations within the last year, e.g. I
reengineered all random number usage to be able to feed back the same
random numbers that fit to the recorded events. Sometimes I refer to the
event recording as "journaling".

Concerning the multiplayer game you find my basic concept described in
http://lists.gnu.org/archive/html/enigma-devel/2006-03/msg00012.html .

Greets,

Ronald


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