Stress tests

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Andrew Davie


This is an extended rendering test with random generation from the (current) 12 spaceship pool of shapes. Emulator (Gopher) was running this mostly full-speed, although I can get extra real speed by a bit more finesse in the rendering code. It's still pretty impressive, though.  Of particular interest to me is that some of the objects (the "death star-like" object) get pretty much full screen and the system is coping well with this.

Bomberman94

I just had the following idea: Tempest should perhaps also be possible with this technology. The focus (and the high-resolution graphics) is where the player is. If that were a possibility - I think a lot of people would be thrilled.

Andrew Davie

#2

A few glitches, but here's the engine running 100 spaceships in iCC1 (highest resolution 160x192).  About 1 frame per 2.5 seconds (0.4 Hz).

This is a stress test of the 3d pipeline code - here, running 100 spaceships at about 1 frame every 2.5 seconds. Not great, not terrible. Each spaceship is about 12 faces, give or take. I still have a few dead-crashes when objects get offscreen; definitely time overflows. It's a tricky thing, but I'll fix them ventually.  Interestingly, my inital estimate of how long rendering "the sentinel" would take was about 4 seconds/frame, and judging by this speed, that effort seems just about bang-on.


Andrew Davie

#3
This image shows 400 spaceships, which takes about 6 seconds to render. I push much further than this and I'm overtime in the overblank. I could, if required, do some rewrites to allow even more polygons (around 3500 actually drawn in this image)!