Delta Engine Blog

AI, Robotics, multiplatform game development and Strict programming language

3 Mio FPS

No, I am not kidding, after a week of optimizing I just reached almost 3 Mio FPS with our engine. I had to disable Clearing/Present and Input, but this is my log output (thanks to PerformanceCounters this is also pretty accurate):

 

FPS: 2703785

 

With Input enabled I can easily go above 200000 FPS, most time of each frame is in whatever platform Input GetState method does:

 

FPS: 202099

 

With Present (clear is not needed in my test as I draw a fullscreen quad) it goes down to ~13000 FPS, which is not shabby, but almost all time is lost in Present of XNA 4.0 CTP, which hasn't been optimized a lot yet by the XNA Team (the main module I use currently, but we support many different graphic frameworks as well, XNA is just the best for Windows IMO). Might sound crazy, but for performance checking I disable Present because then I immediately see whats slow in the render code.

 

FPS: 12680

 

Other platforms are much worse, but it is always waiting for the graphic card or some external library, so I would say our engine is quite fast as of now. I obviously did not have much enabled in my test (just a test screen drawing a big quad, and Time, Input, Graphic, SceneManager, MaterialManager and Profiling modules enabled), but even doing more stuff does not hurt FPS wise. A more complex 2D screen could still achieve 10000 FPS. Next up is 3D optimization, which is much harder obviously (we are still not fast enough, especially on other platforms).

Comments (1) -

  • Benjamin

    5/20/2010 8:43:30 PM |

    Yes yo, good stuff

Comments are closed