TGEA 1.8.0 Mac : very low FPS
by Nicolas Buquet · in Torque Game Engine Advanced · 12/18/2008 (10:07 am) · 27 replies
On my computer :
MacBook Pro 2 x 2.2 GHz
RAM : 4GB
GPU : GeForce 8600M GT
MacOS X.5.6
The demos are quite slow (about 15 fps).
On T3D, on the start position, without moving, I get 6 fps at 1024x768 resolution (on a 2 screens configuration)
It seems something isn't working correctly.
here is the start of my console.log :
MacBook Pro 2 x 2.2 GHz
RAM : 4GB
GPU : GeForce 8600M GT
MacOS X.5.6
The demos are quite slow (about 15 fps).
On T3D, on the start position, without moving, I get 6 fps at 1024x768 resolution (on a 2 screens configuration)
It seems something isn't working correctly.
here is the start of my console.log :
//-------------------------- 12/18/2008 -- 18:53:30 ----- System & Processor Information: MacOS version: 10.5.6 CarbonLib version: 1.6.0 Physical RAM: 2047MB Logical RAM: 2047MB Unknown Getstalt value for processor type: 0x69353836 platform layer should be changed to use sysctl() instead of Gestalt() . Unknown Processor, assuming x86 Compatible, 2147 Mhz FPU detected Math Init: Installing Standard C extensions --------- Loading MODS ---------
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#22
I don't want to steal anyone's thunder... but, as you may have noticed, Tom is keenly aware of the megaterrain's performance issues... *wink*
12/19/2008 (1:28 pm)
@Konrad: It is perfectly understandable to have concerns and voice them. I spend most of my day concerned about one thing or another ;)I don't want to steal anyone's thunder... but, as you may have noticed, Tom is keenly aware of the megaterrain's performance issues... *wink*
#23
12/19/2008 (1:30 pm)
I will steal thunder and point out that Atlas is not supported on OS X.
#24
@Alex: Ouch. Not supported means it doesn't work as intended, or "only" no support is available if I any issues arise?
12/20/2008 (2:45 am)
@Josh: :) Tom seems pretty much all-knowing to me. I'm not bugging him - so I can save his nerves for better days (help with Win x64 compilation). :)@Alex: Ouch. Not supported means it doesn't work as intended, or "only" no support is available if I any issues arise?
#25
In fact, on first launch, the frameRate starts at about 6-7 fps for about 20 seconds, and then jumps to 30 fps.
On restarting the mission (not the application), the frameRate is then quick to reach 30 fps (1 to 3 seconds).
But in 1st person view, the frameRate is at these numbers. In 3rd person view, the frameRate goes down to 8 fps (randomly constated).
And sometimes, on first launch, without touching the controls (so the view stays on the building), the frameRate sticks to 6 fps, even after 1 minutes.
So is there a loading in the background (textures, megaTerrain,...?) that slows the application ?
Is there some dirty memory cleaning from on MISSION launch to another ?
12/20/2008 (3:16 am)
On my computer, in fact frameRate change from one launch to the other, even when leaving parameters as on delivery.In fact, on first launch, the frameRate starts at about 6-7 fps for about 20 seconds, and then jumps to 30 fps.
On restarting the mission (not the application), the frameRate is then quick to reach 30 fps (1 to 3 seconds).
But in 1st person view, the frameRate is at these numbers. In 3rd person view, the frameRate goes down to 8 fps (randomly constated).
And sometimes, on first launch, without touching the controls (so the view stays on the building), the frameRate sticks to 6 fps, even after 1 minutes.
So is there a loading in the background (textures, megaTerrain,...?) that slows the application ?
Is there some dirty memory cleaning from on MISSION launch to another ?
#26
When I run the TGEA 1.8 in my MacBook, I got an extreme low frame rate (not really news)
But with Active Monitor opened, TGEA isn't running at full speed, in fact, it was using only 25% !!!
I do not have time to check the source right now, any idea?
12/22/2008 (7:34 am)
I got news!When I run the TGEA 1.8 in my MacBook, I got an extreme low frame rate (not really news)
But with Active Monitor opened, TGEA isn't running at full speed, in fact, it was using only 25% !!!
I do not have time to check the source right now, any idea?
#27
This is because the application is not CPU bound. It is waiting for graphical operations on the GPU. This is the expected behaviour for a graphically intense application.
12/22/2008 (7:56 am)
@Antonio:This is because the application is not CPU bound. It is waiting for graphical operations on the GPU. This is the expected behaviour for a graphically intense application.
Associate Konrad Kiss
Bitgap Games
I've done what Tom suggested, and changing texelsPerMeter did not drastically raise the framerate. When I took away 3 of the four terrain blocks in the T3D megaterrain, fps rocketed up, and never went below 65. Woohoo. That's more like it. I can only imagine what a same size Atlas terrain will do! :) Another 5-10 fps maybe?
Well, anyway, to me finally it seems like there is no problem with the fps in MacOS X (even in 10.4.11 with 128 MB VRAM!)
Thank you for TGEA for the Mac. This, finally, comes from the heart. I'll stop before I get too sentimental.
;)
Edit: Typos, and capitals.