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Horrible Windows Debug Performance

by Charlie Sibbach · in Torque Game Engine · 01/26/2009 (11:40 pm) · 1 replies

I'm working with a three-platform heavily modified TGE 1.5 build, and I've been completely on Debug builds for a long time. Recently, I got my weapons working in the game, which are mainly based on Particles for appearance. They are working like a charm on Linux and OSX, but the game is crawling along horribly on Windows. When I hit the trigger I'm the latency (on a local game, no less) goes through the roof, until the game freezes- at least until the projectiles decay. On Mac/Linux, no problems whatsoever, using debug builds, using the same test scenarios.

So I finally broke down and did a release build for Windows- and it's running just like the other two do in debug. This really worries me, because I have been counting on the speed increase from the release build as a final ace up my sleeve to squeeze some real life out of the game.

Has anybody else encountered such a pronounced difference in this? I'm not even sure what to look at to trace this down. I have the profiler running (turning it off doesn't help, btw), and it seems to spend a long time doing the physics calculations compared to the other platforms, which would indicate CPU bound problems, but we're running it on comparable hardware all the way around.

Any clues?

#1
01/27/2009 (8:02 pm)
Looks like we're going to go with the switch to TGEA, as I've heard the core is more optimized than TGE. What's the performance of the two look like side by side? Obviously, the framerate of TGEA might be lower because of more complicated art assets; hows the simulation code stack up?