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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 :

//-------------------------- 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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#21
12/19/2008 (1:00 pm)
I've done more testing around, and I'm really really impressed! First of all, everything started out smoother, and for some reason, fps never dropped below 35 fps. Obviously, my previous tests were biased for some reason - I am very sorry about the somewhat false data I have provided previously. It seems like I must have run something in the bg - I can't imagine why my latest tests would come out so much better. But there's even more..

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.
#22
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
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
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
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
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.
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