best FPS): 15
worst FP: 1
max draw calls: 1.7k
Tip of branch (partial resolved research window):
best FPS: 30
worst FPS: 15
max draw calls: ~950
Data obtained with
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GALLIUM_HUD=fps,draw-calls ./freeorion
Moderator: Committer
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GALLIUM_HUD=fps,draw-calls ./freeorion
To follow up on this and because I edited at the same time Geoff posted, before this patch my mouse, even on small maps, was very slow to catch up with me in game, now it's moving at the same rate as in, say, my browser window, as far as I can see. And I've just researched Omni Scanner, which normally causes a further slowdown, not with this.MatGB wrote: Edit: on the main map window, it's not just a perception, massive improvement in mouse responsiveness and general control over screen and game.
The gas rendering was the culprit. The difference is huge! Everything else didn't matter.Geoff the Medio wrote:Have you turned off background starfields and galaxy gas, and tried enabling or disabling optimizing system rendering?Sloth wrote:For me the easiest way to crash my framerate is to build the super testers takeover. With a big galaxy (250+) fully visible it even becomes hard to click on a system, because the mouse cursor reacts so badly.
Hello, can you share some of your experience doing so ?raptor wrote:I did a callgrind analysis of the tech-tree window.
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cd /dir/to/freeorion/
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Debug ..
make
ln -s ../default
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valgrind --tool=callgrind ./freeorion
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valgrind --tool=callgrind --instr-atstart=no ./freeorion
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callgrind_control -i on
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callgrind_control -i off
More feedback, I'm using the Windows laptop now and the improvement is even more noticeable than it was on Linux, vastly improved framerates, the game mouse pointer stays with the system pointer with no noticeable lag.MatGB wrote:To follow up on this and because I edited at the same time Geoff posted, before this patch my mouse, even on small maps, was very slow to catch up with me in game, now it's moving at the same rate as in, say, my browser window, as far as I can see. And I've just researched Omni Scanner, which normally causes a further slowdown, not with this.MatGB wrote: Edit: on the main map window, it's not just a perception, massive improvement in mouse responsiveness and general control over screen and game.
Yes, much of the GUI rendering, including almost any widgets that have details like curved edges, are rendered with very inefficient immediate OpenGL calls. Switching everything over to vertex buffers would help quite a bit, particularly on things like the research screen.pheldens wrote:I have a feeling theres way more performance improvement possible, please keep at it to the point it runs @60fps on fast computers