Slow Torque/OpenGL with Nvidia 5x.xx drivers
by Jukka Kokkonen · in Technical Issues · 03/07/2005 (1:22 pm) · 0 replies
I just figured out why the Torque OpenGL renderer has a significant framerate drop when using NVidia 5x.xx version drivers...
It seems to be related to compiled vertex arrays. If you disable the use of compiled vertex arrays, your fps should climb up back to what it should be.
I don't know the exact reason why the compiled vertex arrays drop the framerate, but I can make some random guesses (which may be right or totally wrong ;-)...
When there is player on screen, the framerate drops significantly...
-> thus, this "misfeature" seems to be present when rendering the player...
-> thus, the player's vertices are possibly rendered using compiled vertex arrays...
-> "Oops?" :-)
I'm not sure if this is the case, but rendering dynamically modified vertices using compiled arrays sounds like a bad idea. I guess I gotta have a peek at the rendering source code to see if this is true or not.
So, if you have trouble getting proper framerates out from Torque OpenGL renderer, you may want to either:
1) use 4x.xx or 6x.xx+ version nvidia drivers
2) use 5x.xx version drivers and disable the compiled vertex arrays
You can disable the compiled vertex arrays (at least for TGE demo) by writing "$pref::OpenGL::disableExtCompiledVertexArray = 1;" to console (or something like that).
I, for one, am using the 5x.xx drivers just because the more recent drivers manage to somehow screw up my Direct3D)
It seems to be related to compiled vertex arrays. If you disable the use of compiled vertex arrays, your fps should climb up back to what it should be.
I don't know the exact reason why the compiled vertex arrays drop the framerate, but I can make some random guesses (which may be right or totally wrong ;-)...
When there is player on screen, the framerate drops significantly...
-> thus, this "misfeature" seems to be present when rendering the player...
-> thus, the player's vertices are possibly rendered using compiled vertex arrays...
-> "Oops?" :-)
I'm not sure if this is the case, but rendering dynamically modified vertices using compiled arrays sounds like a bad idea. I guess I gotta have a peek at the rendering source code to see if this is true or not.
So, if you have trouble getting proper framerates out from Torque OpenGL renderer, you may want to either:
1) use 4x.xx or 6x.xx+ version nvidia drivers
2) use 5x.xx version drivers and disable the compiled vertex arrays
You can disable the compiled vertex arrays (at least for TGE demo) by writing "$pref::OpenGL::disableExtCompiledVertexArray = 1;" to console (or something like that).
I, for one, am using the 5x.xx drivers just because the more recent drivers manage to somehow screw up my Direct3D)