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GapiDraw vs PocketFrog - preliminary benchmark report


Postby efortier » Feb 3, 2004 @ 7:58am

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Postby mlepage » Feb 3, 2004 @ 4:49pm

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Postby fzammetti » Feb 3, 2004 @ 5:06pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby mlepage » Feb 3, 2004 @ 5:59pm

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Postby fzammetti » Feb 3, 2004 @ 6:16pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby mlepage » Feb 3, 2004 @ 6:29pm

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Postby ppcStudios » Feb 3, 2004 @ 6:31pm

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Postby Kzinti » Feb 3, 2004 @ 6:51pm

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Postby StephC » Feb 4, 2004 @ 11:32am

Hello Johan,

I was away from the computer during the last two days, I'll try to compile a bench and post the exe and my results here.

But to start I need the results of your bench on my current device (ipaq 3760), I've downloaded your sample, but it simply don't run ("minimal is not a valid pocketpc application"), same pb with the pc version (crash).

Is there a pb with the compiler you use ? Maybe you aren't supporting non xscale devices ?

I think there is still a lot of StrongARM devices out there, so we need to make our bench compatibles with both StrongARM and XScale.

Last question : BltFast without colorkeying is just a blit of a rectangular surface isn't it ?
Stephane Cocquereaumont / Game Developer at <a href=http://int13.net>int13 production</a> (code monkey)
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Postby Johan » Feb 4, 2004 @ 11:45am

Johan Sanneblad, M.Sc, Ph.D
GapiDraw Systems Architect
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Postby StephC » Feb 4, 2004 @ 12:40pm

Okay, it works now with the last dll...

I don't understand why the OS do not report that something is missing...

I've performed a small part of the bench so far, here are the first results I get :

GD (best results with 90 degrees counter clockwise rotation) :

BltFastColorkey 32x32, 320, ms
BltFastColorkey 32x32 with 50% opacity, 484, ms
BltFastColorkey 32x32 with 10% opacity, 915, ms
FillRect 32x32, 269, ms
FillRect 32x32 with 50% opacity, 350, ms
FillRect 32x32 with 10% opacity, 1006, ms
FillRect 128x128, 3786, ms
FillRect 128x128 with 50% opacity, 3437, ms
FillRect 128x128 with 10% opacity, 13564, ms


uEngine (int13) (rotation does not affect performances) :

BltFastColorkey 32x32, 87, ms
BltFastColorkey 32x32 with 50% opacity, 398, ms
BltFastColorkey 32x32 with 10% opacity, 395, ms
FillRect 32x32, 438, ms
FillRect 32x32 with 50% opacity, 498, ms
FillRect 32x32 with 10% opacity, 498, ms
FillRect 128x128, 7146, ms
FillRect 128x128 with 50% opacity, 7768, ms
FillRect 128x128 with 10% opacity, 7788, ms

So, I'll rework my fillrect without opacity, it was a very naive implementation (a simple loop), I never used this function in a game.

I'll also add a special 50% opacity optimisation (could be much faster), but I don't think it will be useful for the game performances.

As soon as the bench is complete I'll post the exe (and the source code) here, so we will be able to compare performances on each devices.
Stephane Cocquereaumont / Game Developer at <a href=http://int13.net>int13 production</a> (code monkey)
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Postby Pejo Software - Per » Feb 4, 2004 @ 12:50pm

StephC are you using RLE for your blitting?
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Postby StephC » Feb 4, 2004 @ 12:54pm

Stephane Cocquereaumont / Game Developer at <a href=http://int13.net>int13 production</a> (code monkey)
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Postby Pam » Feb 4, 2004 @ 1:19pm

All the easy problems have been solved.
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Postby HTK » Feb 4, 2004 @ 1:22pm

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