FPS limiter

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WeirdSexy
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Joined: 15 Sep 2011, 18:50
Location: USA

Re: FPS limiter

Post by WeirdSexy » 05 Feb 2014, 19:06

sirherrbatka wrote:Radeon, perhaps?
I don't think OpenGL performance is too bad on modern Radeon cards, is it?

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sirherrbatka
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Joined: 07 Aug 2011, 17:21

Re: FPS limiter

Post by sirherrbatka » 05 Feb 2014, 19:18

It is decent on OSX, mostly ok on linux. No idea about windows, but they may care less about opengl on DX platforms.

Tarius
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Joined: 24 Oct 2011, 19:29

Re: FPS limiter

Post by Tarius » 06 Feb 2014, 00:13

My impression of OpenGL is that it takes alot more performance to run than directx does. This is from experience. I had only suspected that it might but seeing as scrawl says it does, it confirms what I thought.

Maybe scrawl should try and join the OpenGL project haha.
I am a bigger fan of tons of control rather than taking the "user-friendly" approach.
-Okulo

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raevol
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Location: Caldera

Re: FPS limiter

Post by raevol » 06 Feb 2014, 02:00

Tarius wrote:My impression of OpenGL is that it takes alot more performance to run than directx does.
Just remember there's a really big difference between how fast "OpenGL" is and how fast Ogre's OpenGL code is. OpenGL by itself can be screamingly fast, depending on the driver. But if you write poor code for it, of course it's going to be slow.

Tarius
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Joined: 24 Oct 2011, 19:29

Re: FPS limiter

Post by Tarius » 06 Feb 2014, 02:14

raevol wrote:
Tarius wrote:My impression of OpenGL is that it takes alot more performance to run than directx does.
Just remember there's a really big difference between how fast "OpenGL" is and how fast Ogre's OpenGL code is. OpenGL by itself can be screamingly fast, depending on the driver. But if you write poor code for it, of course it's going to be slow.
I hope you dont mean by itself as standalone only testing/demo by itself.
I am a bigger fan of tons of control rather than taking the "user-friendly" approach.
-Okulo

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scrawl
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Joined: 18 Feb 2012, 11:51

Re: FPS limiter

Post by scrawl » 06 Feb 2014, 02:38

This is bullshit. OpenGL and DirectX are just APIs. You should get about the same performance. There must be something going wrong that is dragging your peformance down. Please post the ogre.log.

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raevol
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Location: Caldera

Re: FPS limiter

Post by raevol » 06 Feb 2014, 18:25

Tarius wrote:I hope you dont mean by itself as standalone only testing/demo by itself.
What I mean is:
scrawl wrote:This is bullshit. OpenGL and DirectX are just APIs. You should get about the same performance. There must be something going wrong that is dragging your peformance down.

SquireNed
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Joined: 21 Dec 2013, 22:18

Re: FPS limiter

Post by SquireNed » 08 Feb 2014, 08:28

Yeah, OpenGL and DirectX should be pretty similar if they do the same things. Of course, since they use different shader models and function in similar but often diverse methods, the code is not identical and a function that may be cheap in one is expensive in the other (OpenGL, iirc, functions in a way that is theoretically superior to many of DirectX's things, but can also lead to issues with optimization, but that may be my poor understanding of the functionality).

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