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Posted

I found the cause and it is very strange. You can simulate this in any C++ program simply by adding this code at the end of the App::Start() function:

    for (int n = 0; n < 36*6; n++)
   {
       Buffer::Create(64, 64, 0, 1);
   }

 

It seems that having an FBO just exist and not do anything degrades performance on Nvidia cards.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

...I was right. Even calling the simplest possible pure FBO commands does it:

    for (int n = 0; n < 36*6; n++)
   {
       uint32 framebuffer;
       glGenFramebuffers(1, &framebuffer);
       glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
   }
   glBindFramebuffer(GL_FRAMEBUFFER, 0);

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

And another example. when TESTFBO=0 FPS is 100, drops in half if you set TESTFBO=1:

#include "App.h"

using namespace Leadwerks;

App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {}

App::~App() { delete world; delete window; }

bool App::Start()
{
window = Window::Create();
context = Context::Create(window);
world = World::Create();
camera = Camera::Create();
camera->Move(0, 0, -8);

#define TESTFBO 1

#if TESTFBO==1
for (int n = 0; n < 36 * 6; n++)
{
	uint32 framebuffer;
	glGenFramebuffers(1, &framebuffer);
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif	

return true;
}

bool App::Loop()
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;

Time::Update();
world->Update();
world->Render();

context->SetBlendMode(Blend::Alpha);
context->SetColor(1, 1, 1, 1);
context->DrawText(String(Time::UPS()),0,0);

context->Sync(false);

return true;
}

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

FBO is how render-to-texture is performed. It's part of the basic functionality of OpenGL.

  • Upvote 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I'm reporting this to Nvidia. In the meantime I recommend using the Static + Dynamic setting for your lights.

https://devtalk.nvidia.com/default/topic/813945/general-graphics-programming/bug-report-non-active-fbo-causes-much-slower-rendering/

 

I get 1000fps in either using your uploaded test to nvidia.

Win 8.1 - GTX 770M 344.75 drivers. (laptop)

 

Edit:

However fraps says 2270 fps (off.exe) and 2060 fps (on.exe)

  • Upvote 1

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

Posted

And installed 347.52.. (why did I do that...)

 

off.exe = 2270 fps as before

on.exe = 540 fps ... wow that is insane...

 

Rolling back to 344.75..

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

  • 4 weeks later...
  • 1 month later...
Posted

On my end, If I have a directional light with even Static shadows, my framerate gets cuts in half. (On a good size map with 350.12.)

 

EDIT: It's seems it's something with my exe that handles menuUI and such. Installed the older exes and the game runs fine.

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

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