[SDL] Slooooow
Robert Clayton
trinitychaos50 at hotmail.com
Thu Jun 1 17:51:35 PDT 2000
>Actually, that's pretty good. I'm getting 9-10 FPS on my Matrox
>Millennium II under X11 (P2-300)
>
>24-bit mode is the slowest mode there is. I recommend running in 16-bit
>mode for games, and 32-bit if you have special effects and so forth that
>require the extra precision.
>
>Right now, SDL is converting from 24-bit RGB to 16-bit RGB, and that's
>very expensive. If I change both surfaces from being 24-bit to 32-bit,
>I get a jump to 21 FPS, even though SDL is still converting from 32 bpp
>to my X server's native 16 bpp. If I change both surfaces to 16-bit, i.e.
>set a 16 bit video mode and create a 16 bpp surface, the framerate jumps
>to 56 FPS. If I remove the blit and just perform a flip, then the
>framerate jumps even higher to 103 FPS.
>
>When using testsprite with 10 sprites on the screen, performing dirty
>rectangle updates, I get an amazing 216 frames per second, just with X11
>software rendering. When I use accelerated hardware the framerates jump
>into the insane thousands of frames per second. :)
>
>The moral of the story is: 24bpp is bad, m'kay?
>
>BTW, I changed your event code so it actually responded to quit messages:
Thanks Sam. I didn't realise I even had that event code in there :)
I was cobbling bits and pieces together just as a test case.
That's fantastic. Exactly what I wanted to know. Yep, I changed to a 16
bit suface and was getting 200 fps without blitting, then about 60 with
blitting at 16 bits.
Haven't tried dirty rectangle updating, but should be even better. Can't
thank you enough.
I wonder if this sort of thing should go somewhere for other 'idiots' such
as myself?
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