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HW image version of this little stupid thing
#11
(09-12-2023, 07:30 PM)mnrvovrfc Wrote: ^
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Well done!

But I purposely reduced the object count from 8000 to 4000 because with 4000 the screen was getting a bit crowded which looked gross.

I got 19FPS from "software" mode and usually 1000FPS from "hardware" mode. This was on a HP laptop which originally had Windows8 on it, with Intel Sandy Bridge CPU, MESA graphics and on Slackel Linux (based on Slackware).

Code: (Select All)
[~]$ inxi -G
Graphics:
  Device-1: Intel 2nd Generation Core Processor Family Integrated Graphics
    driver: i915 v: kernel
  Device-2: Chicony HP Truevision HD driver: uvcvideo type: USB
  Display: x11 server: X.Org v: 21.1.8 driver: X: loaded: intel dri: crocus
    gpu: i915 resolution: 1366x768~60Hz
  API: OpenGL v: 3.3 Mesa 23.1.6 renderer: Mesa Intel HD Graphics 2000 (SNB
    GT1)
The reason you're getting 1000 FPS in hardware mode is because that's the upper limit that can be calculated with TIMER(.001). Only when hardware is taxed enough will the frame rate drop below 1000. The program crashes for me when I try to go a few more than 8000 sprites. Perhaps someone with a better video card and more RAM can tax the hardware layer enough to start seeing the FPS drop below 1000 in hardware mode. (or someone has a better timing method I can use)
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RE: HW image version of this little stupid thing - by TerryRitchie - 09-12-2023, 07:41 PM



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