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Optimise for GCW-Zero #422
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I have not looked at the source code since the SDL2 port yet, but just a random thought: |
vsync shouldn't be set; I'm using |
Some fixes for next release:
|
According to xcode time profiler, 75% of time was spent in draw functions. Of these:
The The next most expensive thing is |
It seems fps is still about 30, despite the recent optimisations. It can be raise to 40 if blood is turned off. |
Performance should have been greatly improved after the SDL2 port, at least for high screen resolutions. However, the game still runs at 30fps, including some choppiness, on GCW-Zero.
C-Dogs is still fundamentally a simple game, so it's likely that the game is simply doing some inefficient things, and may be able to run the full 70fps. Do some profiling using 320x240 resolution, and see what the bottlenecks are.
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