[sldev] Why is framerate so much lower in my viewer builds?
Khyota
dnbyena at gmail.com
Wed Oct 22 04:39:06 PDT 2008
On Tuesday 21 October 2008 05:07:00 pm Mike Monkowski wrote:
> My first guess would be that you're not compiling optimized since the
> relative times for the fast timers is the same but the absolute times
> are quite different. Everything is slower, not just one part of the
> rendering.
>
> Mike
>
> Khyota wrote:
> > Ive tested 6 linux builds already in a controlled setting same postion,
> > same graphics settings res(640x480) no changes in the sim, etc. After all
> > textures are loaded i check the framerate.
> >
> > Im on openSuSE 11.0 x86_64 AMD Athlon 64 3200 Geforce 8400gs
> >
> > I built the (standalone) realease tarball, trunk, and openal branch w/o
> > openal (no audio in any of those) and w openal for audio :) (no mozlib in
> > any) . I also grabed the official release and the build service build
> > from here which im going to call the marvin24, marvin 24 is the older
> > 1.20.17 w Scons, it does not use kdu either.
> >
> > http://download.opensuse.org/repositories/home:/marvin24/openSUSE_11.0
> >
> > The realease tarball, trunk, and openal w/o openal all acheived around
> > 31-34 fps. Openal w openal slowed down to about 28-30. extra cpu power
> > for audio?
> >
> > But amazingly both the offical release and the marvin24 build ran at
> > 48-50fps!
> >
> > Are there any optimizations that i could be missing?
> >
> > I took a screenshot in the trunk and offical builds with the frame
> > texture and the fps thing whatver its called open just incase anyone can
> > catch something. (fps goes down when i take a snapshot though)
Thanks everyone for your reply, Mike was correct and i have been building with
0 optimiziation. Mistaked that the deb in Relwithdebinfo meant debian not
debug. The develop.py scriopt does that by default, and Relwithdebinfo uses
O0, however Release uses O2.Now ive got a build running as fast as it
should. btw I wanted to be sure Kdu was not the reason for bad perfomance so
i waited until all textures were decoded before recording the framerate :)
More information about the SLDev
mailing list