incognito_mage wrote: ↑Wed Nov 08, 2017 10:50 am
I'm getting 300 fps drawing 10K 32x32 sprites every frame on a gtx 1050, so 3 million sprites per second. Do these numbers make sense or am I completely messing up something and I should be getting something like 3000 fps?
HDPLocust wrote: ↑Wed Nov 08, 2017 11:54 am
You can also make chunk system (it's easy), and cut off chunks out of screen. This method can make any fps you want.
Also you draw only one layer, if you want to separate background/grass/trees/characters etc, your fps will go down, and you will have to optimize a lot of stuff.
P.S. One shader can drop down fps from 9999kkk to 0.1, you know?
I'll agree in that chunking, or at least only drawing those images that are on screen would be neat; 32000x32000 is a tad bigger than any screen or screens most people would have; also, not even the most hardcore bullet hell games create more than say, 40K bullets on-screen at the same time.
On the other hand, you'll never get more than 1000 FPS with the default love.run anyway, since it sleeps for 0.001 seconds each iteration (if you have vsync off), or more, depending on your screen's refresh rate, meaning the FPS will be a constant 60,75,120 or whatever else.
Also, shaders shouldn't be that big of an issue, if implemented correctly.