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Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 1:09 pm
by Lightcycler
Hey guys.
ATM I'm working on a game with a friend(viewtopic.php?f=4&t=12184).
But for some reason the performance of Löve-Games is really bad on my computer. But, hey, I'm playing Crysis 2 and Skyrim(And many more. Don't judge about my taste ;)), so my system can't be THAT bad, beeing not even able to handle a 2d-engine. Not even the rubber piggy runs properly.
My specs:
OS: Microsoft Windows XP Home Edition 32-bit SP3
CPU: Intel Core 2 Duo E8400 @ 3.00GHz
RAM: 2,00 GB Single-Kanal DDR2 @ 399MHz (5-5-5-18)
Graphics: 512 MBATI Radeon HD 4800 Series
I know it's old, but it's still functional :ehem: I wan't a new one so bad....
Well, do you have any ideas why Löve sucks on my system?
Greetings

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 5:54 pm
by Boolsheet
Games like Crysis 2 and Skyrim usually use Direct3D, whereas LÖVE uses OpenGL. ATI has been known for incomplete support of OpenGL. (Not sure if we can thank AMD for an improvement here.) The first suggestion would be to update the graphics driver.

Before you update, it would be interesting to see if you actually get an accelerated OpenGL context or if your system falls back to the Microsoft software renderer. Download wglinfo and execute save_to_file.bat. It will create a opengl_info.txt in the same directory with information about the OpenGL implementation that creates the context. I'd like to see what it says.

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 6:59 pm
by Lightcycler
Ok, thanks for your reply.
I executed the .bat, here is what it said:

Code: Select all

OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon HD 4800 Series
OpenGL version string: 3.3.11631 Compatibility Profile Context
OpenGL extensions (GL_): 
    GL_AMDX_debug_output, GL_AMDX_vertex_shader_tessellator,
    GL_AMD_conservative_depth, GL_AMD_debug_output, GL_AMD_depth_clamp_separate,
    GL_AMD_draw_buffers_blend, GL_AMD_name_gen_delete,
    GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_sample_positions,
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,
    GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4,
    GL_AMD_vertex_shader_tessellator, GL_ARB_ES2_compatibility,
    GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_color_buffer_float,
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth,
    GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
    GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_half_float_pixel,
    GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_map_buffer_alignment,
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,
    GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
    GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,
    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_objects, GL_ARB_shader_precision,
    GL_ARB_shader_stencil_export, GL_ARB_shader_texture_lod,
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient,
    GL_ARB_sync, GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample,
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_snorm, GL_ARB_texture_storage, GL_ARB_timer_query,
    GL_ARB_transform_feedback2, GL_ARB_transform_feedback3,
    GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix,
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,
    GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ARB_window_pos,
    GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader,
    GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc,
    GL_ATI_texture_env_combine3, GL_ATI_texture_float,
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra,
    GL_EXT_bindable_uniform, GL_EXT_blend_color, GL_EXT_blend_equation_separate,
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_compiled_vertex_array, GL_EXT_copy_buffer, GL_EXT_copy_texture,
    GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object,
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram,
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float,
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,
    GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_buffer_object,
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,
    GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,
    GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square,
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,
    GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float,
    GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod,
    GL_SUN_multi_draw_arrays, GL_WIN_swap_hint, WGL_EXT_swap_control.

   visual  x  bf lv rg d st ge ge  r  g  b a  ax dp st accum buffs  ms 
 id dep cl sp sz l  ci b ro ne ac sz sz sz sz bf th cl  r  g  b  a ns b
-----------------------------------------------------------------------
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-----------------------------------------------------------------------
   visual  x  bf lv rg d st ge ge  r  g  b a  ax dp st accum buffs  ms 
 id dep cl sp sz l  ci b ro ne ac sz sz sz sz bf th cl  r  g  b  a ns b
-----------------------------------------------------------------------
Greetings.

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 7:27 pm
by T-Bone
Also, are you using vsync? My quad core 3.2 GHz i5 monster with a Gigabyte GeForce GTX 460 1GB OC goes to a pathetic struggling crawl whenever vsync is on (not just LÖVE, entire computer lags horribly) but if I turn vsync off I get 800 FPS easily and it works like a charm.

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 8:12 pm
by Lightcycler
I'm not sure. On the other thread it was said we should use vsync, if I got that right.
Greetings.

Oh, by the way- will I be able to switch my telescreen off when I'm an inner party member? It's quite annoying :rofl:

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 11:37 pm
by bartbes
Lightcycler wrote: Oh, by the way- will I be able to switch my telescreen off when I'm an inner party member? It's quite annoying :rofl:
Your.. telescreen?

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Tue Jan 01, 2013 11:52 pm
by BlackBulletIV
Lightcycler wrote:Oh, by the way- will I be able to switch my telescreen off when I'm an inner party member? It's quite annoying :rofl:
Yeah, what's that? Also, if I understand correctly, inner party member isn't an automatic rank, the admins/moderators manually give the rank.

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Wed Jan 02, 2013 12:44 am
by kikito
I want a telescreen.

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Wed Jan 02, 2013 1:05 am
by Lightcycler
BlackBulletIV wrote:the admins/moderators manually give the rank.
Ohhh, I thought it was related to the posting-count...

EDIT: Proles and inner party are references to George Owells book 1984, and the telescreen is an important item from the book.

Re: Löve/Lua-Performance sucks on my PC... why?

Posted: Wed Jan 02, 2013 2:39 am
by scutheotaku
bartbes wrote:
Lightcycler wrote: Oh, by the way- will I be able to switch my telescreen off when I'm an inner party member? It's quite annoying :rofl:
Your.. telescreen?
Aren't those the things from "1984"?