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Optimisations for GCW-Zero, Pandora #500
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Profiling from visual studio on doom mission 3 shows update and draw both taking about 40% CPU. Expensive operations include:
Two obvious optimisations: HUD is unexpectedly expensive, even more expensive than drawing the game, and also the map has lots of actors so lots of the update expense is on basic updating and collision detection. |
FPS on GCW-Zero is about 8 |
New profiling: Areas to improve:
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Some of the optimisations have to do with rendering textures instead of to a pixel array. However we still need to render to a single "surface", for the game background and for the editor. But in this case, we should be using |
Don't move window when resizing Fix background texture rendering Note: editor redraw still broken
Converted more blitting functions to use texture rendering. This has dropped This has also introduced some graphics glitches. Map objects like barrels appear behind walls - perhaps walls are still being blitted. "Background" tinted objects like gas clouds no longer look right, will need to redo them. |
Unfortunately performance on GCW-Zero has become worse, at about 6fps. |
Abandoning this for now; will possibly revisit once we look into a handheld platform again |
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