[project1dev] Re: Project1 - SVN Update 145

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 22:51:12 -0700

Does profiler.txt update every time you run the game based on the last
session?  So if I went thru the level and played like normal and sent
it to you, would that be a good judgement?

I run the game with the zoom out more than default as well, will that affect it?

On Tue, May 19, 2009 at 10:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> hey if you ever feel up to it, i'd love to get a copy of your profiler.txt
> file after a run with vsync off (like if you are in the cave area for a lil
> while - like 30 secs minimum id say - and same for anyone who wants to
> donate a profiler.txt, i'd love to see em!)
>
> that file shows how time much each thing in the game is taking, and right
> now i'm optomizing based on whats taking the most time on my own computer,
> but that is probably different for different people so might not be the best
> way to do it :p
>
> On Tue, May 19, 2009 at 10:39 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
>>
>> haha, no problem :P
>>
>> I was getting 150ish earlier today, and now I can get over 300.
>>
>> On Tue, May 19, 2009 at 10:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > really you get that much more fps??
>> >
>> > wow thats nuts i barely got any increase
>> >
>> > then again, maybe it's cause im CPU bound and you are GPU bound!!
>> >
>> > urgh, this stuff is complicated sometimes, thanks for the good news!
>> >
>> > On Tue, May 19, 2009 at 10:33 PM, Chris Riccobono <crysalim@xxxxxxxxx>
>> > wrote:
>> >>
>> >> This rocks Alan, it more than doubles my fps with vsync off :)
>> >>
>> >> And the level loads almost instantly again, this is going to help a
>> >> lot!
>> >>
>> >> On Tue, May 19, 2009 at 10:13 PM, Apache User
>> >> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>> >> > User:atrix256
>> >> >
>> >> > Message: Well, I got a shadow optimization in, but it wasn't as big a
>> >> > win as i hoped.  I still have quite a few tricks left to try on these
>> >> > guys
>> >> > though.
>> >> >
>> >> > But, in better news, loading times are fixed!  Now when loading a
>> >> > model,
>> >> > if there is a version of it already loaded, it will just copy all
>> >> > that
>> >> > model's data instead of loading it all from disk and calculating all
>> >> > the
>> >> > data it needs to calculate etc.  So, loading the cave map should be
>> >> > really
>> >> > quick again, and there shouldn't be any lag when jumping into a
>> >> > battle
>> >> > anymore.
>> >> >
>> >> > <Files Changed>
>> >> > U   ARRelease.exe
>> >> > U   AR_AnimModels.cpp
>> >> > U   AR_AnimModels.h
>> >> > U   AR_Profiler.cpp
>> >> > U   AR_Profiler.h
>> >> > A   Docs/Website/051809a.jpg
>> >> > A   Docs/Website/051809b.jpg
>> >> > A   Docs/Website/051809c.jpg
>> >> > A   Docs/Website/051809d.jpg
>> >> > A   Docs/Website/051809e.jpg
>> >> > A   Docs/Website/051809f.jpg
>> >> > U   Docs/Website/index.php
>> >> > U   READMETODO.txt
>> >> >
>> >> >
>> >> >
>> >>
>> >
>> >
>>
>
>

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