Performance problem
Posted: Wed Oct 22, 2008 4:13 pm
After reading this post :
I have started to code with love on my personnal laptop computer (~4-5 years old, with nvidia gforce ...) I got a very good performance like more than 1000 FPS on a very simple love sample, and between 100-250 FPS with my actual game.
After that I have checked on 2 office computers (less than 2 years old).
1 (workstation) Dell optiplex 755 and 1 (laptop) Dell Latitude D620,
both have Intel Graphics Controller.
And both I got less than 100 FPS on sample and 2-3 FPS with my game !
Is it a bug or love need a "true" 3d accelerated chipset ?
Some technical details :
I'm starting to tell what I got.Tenoch wrote:Well, the "official" ubuntu deb of Löve works with Ubuntu on the Eee. (I run Ubuntu-eee, but i'm pretty sure it's really the same).
Unfortunately, perfs are terrible. I don't know the reason, but i suppose it has to do with the fact that Löve relies on OpenGL and hardware acceleration for everything. Almost all "real time" demos posted here have a FPS so low it becomes unplayable.
This is too bad since the Eee has a quite correct processor, and plays "pure" SDL games really fine.
Maybe we'd need a "SDL render" option in Löve, even if it would propose less features (like this really neat seamless rotation and zoom of sprites). But I don't know if it would need a lot of work or not. I think i reaad somewhere that Löve didn't even use SDL_Surface at all, so I guess it would need a lot of rewriting.
Too bad. For now I'm back to plain old SDL calls, and wrapping stuff in Lua...
I have started to code with love on my personnal laptop computer (~4-5 years old, with nvidia gforce ...) I got a very good performance like more than 1000 FPS on a very simple love sample, and between 100-250 FPS with my actual game.
After that I have checked on 2 office computers (less than 2 years old).
1 (workstation) Dell optiplex 755 and 1 (laptop) Dell Latitude D620,
both have Intel Graphics Controller.
And both I got less than 100 FPS on sample and 2-3 FPS with my game !
Is it a bug or love need a "true" 3d accelerated chipset ?
Some technical details :
Code: Select all
00:02.0 VGA compatible controller: Intel Corporation 82Q35 Express Integrated Graphics Controller (rev 02)
00:02.1 Display controller: Intel Corporation 82Q35 Express Integrated Graphics Controller (rev 02)
Code: Select all
00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03)
00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03)
glxgears -info
GL_RENDERER = Mesa DRI Intel(R) 945GM 20061017 x86/MMX/SSE2
GL_VERSION = 1.3 Mesa 7.0.4
GL_VENDOR = Tungsten Graphics, Inc
GL_EXTENSIONS = GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_cull_vertex GL_EXT_compiled_vertex_array GL_EXT_convolution GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_polygon_offset 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_texture GL_EXT_texture3D 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_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_3DFX_texture_compression_FXT1 GL_APPLE_client_storage GL_APPLE_packed_pixels GL_ATI_blend_equation_separate GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SUN_multi_draw_arrays