Game Development Community

How to get TGE to show fps

by David Andrews · in Torque Game Engine · 09/11/2004 (6:39 am) · 9 replies

Hi all

This is my very first post on the forums since finding the GarageGames website yesterday....

I've already played around a fair bit with the scripts and stuff that I can in the demo...

But I wanted to know how to show the engine FPS on screen so I can see how it runs on my system and how it runs when I start adding more entities to the game.

Its related to the idea for the game I have and need to know how far entity wise I can push the engine before FPS begins to suffer alot... and I cant seem to locate where to show my fps....

Simple I know but I gotta start somewhere :D

PS. On a side note.... are there any poeple who have purchased the TGE/TSE and the 3D book who live in the UK and could give me pointers towards the easiest way of purchasing them?

#1
09/11/2004 (7:03 am)
Open up the console with the ~ key. Type:
metrics(fps);

That should do 'er. :-)

-Eric
#2
09/11/2004 (7:28 am)
Aaahh cool thanks...

That was nice and simple shame I hadnt worked that out myself hehehe :D
#3
09/11/2004 (7:30 am)
There is a couple of online uk book stores that have the book ,not amazon.co.uk for some reason.

and for buying the engines u just need a visa card and order it here online , failing that if u dont; have a card find someone that does and get them to buy it and give them the money for it .
#4
09/11/2004 (8:22 am)
Ok thanks for that...

So as long as I can push someone to using their credit card the TGE can be delivered to me in the UK fine?

On a side note about the FPS viewing... does the engine have anyway to show other stats on screen at the same time... I'm mainly thinking about Poly counts etc so I can check whether certain areas of levels are higher than others?
#5
09/11/2004 (9:40 am)
Well when u buy one of the engines it isn't actually sent to you on a Cd.. your login will be updated and u can use that to log into the CVS server and download the engine. saves on cd's and it better for keeping your copy up todate
#6
09/11/2004 (10:22 am)
No need for me to worry about waiting for shipping then I guess....

Now all I gotta do is save the money and I'm sorted

Thanks everyone for the answers :D
#7
09/11/2004 (12:38 pm)
I used Kelkoo to find the best price when I purchased 3D Game Programming All In One.

This page is created dynamically to show the best prices at UK sites. If you'd like to check elsewhere, the ISBN is 159200136X.

If you're short of funds, it would make sense to buy the book first, as it includes a precompiled version of TGE (for Windows) on the included CDROM, so you would be able to learn whilst saving up for an Indie license.
#8
09/11/2004 (1:01 pm)
Wow! nice one thats got places cheaper than WHSmith where I was planning on getting it from :D Thanks!

I think if the book comes with an already compiled version of TGE that would be similar to using the demo and playing about with the scripts, missions and models etc... so that dont really bother me too much.

I've been messing about and I've noticed one thing... The engine does slow down a great deal with alot on screen and I was wondering how this pans out if I'm planning on doing a game with upto 24 real players. Would the engine be able to handle lots of stuff happening at the same time or am I going to have to update the code to handle more onscreen... can it handle anymore even with updates?

The main reason I ask is I did a test by adding about 40+ trees in a small area and also 20+ bots running around a few paths I'd setup following Kevin Harris' tutorials. I'd also added the rocket launcher tutorial so I could fire and kill stuff. :D

My fps on my system (2500 Barton, 1Gb ram and 6800 GT grphx) dropped from about 140-180+ fps with none of the objects on the map to between 50-75fps with all the objects and me firing wildly...... Now considring my machine specs I was hoping for a great deal more fps from the engine... Can I optimise the engine for better fps or will I have to drop alot of the particle weapon affects and poly counts on the trees and bots to get reasonable fps?
#9
09/11/2004 (2:08 pm)
Yes, the precompiled binary is similar to the demo you've been playing with, except that it doesn't include the feature walkthrough. The CDROM also includes TorqueScript source code from the book, and various software tools such as QuArK, Milkshape and UVMapper.

Basically, it includes everything you need to start learning and creating games.

The Indie license gives you access to the C++ source code and additional resources, but currently the documentation is not all in one place or available to download directly. GG are working on this though.

I'm afraid that I cannot help with your FPS question, as I'm still working my way through the book and other docs, and haven't tried multiple bots. My system is also much slower than yours.

The closest I have tried is playing Tribes 2 offline with 16 AI bots blasting away at each other. I didn't notice any screen tearing or frame skips no matter how wildly I scrolled the view around.