Some simple coding techniques to push C# as fast as possible (1 Viewer)

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Anonymous

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Exactly.

That may be the only point in the entire MP project which needs optimizing.
 

Mars Warrior

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August 26, 2004
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frodo said:
if you profile MP (with nprof or ants) you'll see that
90% of all cpu power used goes in guifont.cs
in the method drawtext
In my opinion its better to optimize this then to
randomly optimize some code which may take up 0.00001 % cpu
Now you did it. Now 100 programmers concentrate on that single method to optimize MP, day in day out they look at those code lines :p

To stirr things up. By optimizing the fontVertices calculations my fps count went from 160 to 166, nearly 4%!!!!! And I only just started :twisted: :twisted:
 

Frodo

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  • April 22, 2004
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    well to solve our performance problems we should batch all direct3d actions
    so that when a frame needs to be rendererd, mp just draws 1 mesh
    todo this we need to batch together all textures & fonts
    So in short
    - instead of having 1 vertex buffer per object, we need to have 1 big vertex buffer
    - instead of calling DrawPrimitive() for every object we need to put them all in 1 mesh and just draw that one
    - minimize any other direct3d calls (state/render changes)
    - check which functions are supported by the card and don't use non-supported functions

    frodo
     

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