Thought I'd share a test script.
Just trying to see what effect a large number of quads in a spritebatch had on frame rate and what happens when a portion of a spritebatch is off the screen (frame rate increases).
Of course, I couldn't just try one thing so all kinds of stuff added (just to confuse things).
Script contains:
quads (10,000)
SpriteBatch
PixelEffect
mapPixel
mouse_contriol (a mouse selection menu system)
scrollbar (parameter adjustment)
but NO canvases!
In spite of all the junk, am able to get 100 fps on my laptop.
Simple test of spritebatch
Simple test of spritebatch
- Attachments
-
- poor_lena.love
- A test script
- (50.27 KiB) Downloaded 241 times
Re: Simple test of spritebatch
Spritebatches are very effective, i've done a simple test before on my machine (a core i7) and in an old one (a pentium D with intel 950 integrated graphics) - just scrolling a tiled map with arrow keys - and the difference was impressive, if i'm not remembering wrong, the test ran 2.3 times faster on the old machine, and 6x faster on my i7.
I really do not understand why people have complains about spritebatches.
I really do not understand why people have complains about spritebatches.
FRP
- Graphic Designer
- Hobbyst Programmer
Who is online
Users browsing this forum: Ahrefs [Bot], Amazon [Bot] and 3 guests