Performance - Awful Setting

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Comments

  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--quoteo(post=1803817:date=Oct 29 2010, 10:19 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Oct 29 2010, 10:19 PM) <a href="index.php?act=findpost&pid=1803817"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i'd say so considering the maximum possible fps you could achieve given 10+ ms/frame delay would be 80-100 given instantaneous rendering of everything else.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Another way of looking at it is if you used to have fps of 50, that's a 20ms/frame delay. If the gui was 10 ms of it, you double your fps to 100 by removing the gui delay.

    Also, the gui cost probably scales with cpu, so you would have an even greater delay decrease if you started with a lower fps.
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1803819:date=Oct 30 2010, 04:50 AM:name=juice)--><div class='quotetop'>QUOTE (juice @ Oct 30 2010, 04:50 AM) <a href="index.php?act=findpost&pid=1803819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another way of looking at it is if you used to have fps of 50, that's a 20ms/frame delay. If the gui was 10 ms of it, you double your fps to 100 by removing the gui delay.

    Also, the gui cost probably scales with cpu, so you would have an even greater delay decrease if you started with a lower fps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah! Really looking forward to GUI re-implementation.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I have absolutely no FPS difference between 640x480 ridiculously awful mode, and 1680x1050 super pretty mode. I have noticed that NS2 spends a LOT of time in Kernel, like at least 1/3 of CPU % is Kernel. It also spikes up every couple seconds to 100% of CPU in kernel time. This probably means it is spending a large portion of time allocating/deallocating memory and sending stuff across the network. Memory pools help the first, buffers and potentially Asynch I/O could help the second.
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