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Re: material question [Re: DLively] #423069
05/23/13 16:59
05/23/13 16:59

M
Malice
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Malice
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Quote:
Manual - default.c
Statistics panel [F11]
800x600 screen width x height

fps frames per second
pps polygons per second (x 1000)
x,y,z camera position
pan,til,rol camera euler angles
mx,my mouse position

ms/frame

geo time in ms for level geometry and sky rendering
ent time for entity rendering
par time for particles rendering
drw time for draw_ functions
pan time for panels, texts and screen entities rendering (and for the 3D card to flush its command buffer)
ref time for screen refresh, monitor sync, and fps_max idling
srv time for entity updates and client/server communication
fnc time for script execution
phy time for physics

counts

ent number of level entities
vis number of visible level and sky entities
tri triangles per second (x 1000)
par number of particles
lit number of active dynamic lights
snd number of playing sounds and media streams
fnc number of running script functions
bdy number of physics bodies
con number of physics collision contacts

memory kb

nx nexus memory consumption (nexus)
m virtual memory allocation (sys_memory)
geo map surface video memory consumption
sha shadow map video memory consumption
ent models/sprites/sky video memory consumption
bmp bmap/font video memory consumption
v available video memory (can be inaccurate)

network

lat connection latency in ms
bps average bytes per second received
rel bps sent in reliable mode
unr bps sent in unreliable mode
com compression factor
num number of clients connected


Why a passible terrain for floor? You can use the fix function terrain shader that lets you layer textures with alpha maps on to one terrain. (It is said to be poor and slow - but not sure. You should look into ask one of the shader experts if the can make you something simple like this that isn't fixed function.)
Quote:
mtlFX.c - from manual
fx_terraintex
mtl_terraintex

Terrain multitexture

Fixed function effect; tiled textures with mask on alpha (see below).

srv - is the time for communication between client and server apps. Not sure why its reading. ( I have no apps to check for it).
@ Uhrwerk That clear that up. Thanks for the info. The manual should be clearer.

Last edited by Malice; 05/23/13 22:59.
Re: material question [Re: ] #423077
05/23/13 21:47
05/23/13 21:47
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
srv reflects also the time the computer has to wait because of the screen refresh rate. If you're not using multiplayer a high value of srv suggests that engine is just waiting. Keep in mind the frame rate is always a multiple of the screen's refresh rate unless you use triple buffering or disable v-sync.


Always learn from history, to be sure you make the same mistakes again...
Re: material question [Re: Uhrwerk] #423088
05/24/13 00:32
05/24/13 00:32
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
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DLively  Offline OP
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Posts: 1,988
Canadian, Eh
Awesome!! You've solved my problem Uhrwerk XD
At the least you taught me something laugh

You gave me an idea, and so i figured that I would raise my Fps to 120. (perhaps thats too high, strange? I don't know thats why Im trying to learn these things now tongue )
Since I've raised my Fps, my refresh rate is now 0.8/1.0 and ents has EDIT: CUT IN HALF to 10.0

When I look into the distance of where it dropped from 60-50 it now drops from 120 - 60/70 and plays the same speed (which I realize is because thats the frame rate is programmed at)

So my idea didnt really seem to help anything lol

I'm going to play around with it now tongue

Why would anyone want to use tripple buffer anyway?


Last edited by DevoN; 05/24/13 00:38.

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Re: material question [Re: DLively] #423089
05/24/13 01:09
05/24/13 01:09
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
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DLively  Offline OP
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Reset my Fps to 60 and turned fps lock on. fps is great laugh

same with Srv

Thank you everyone for teaching me so much laugh

Last edited by DevoN; 05/24/13 01:09.

A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: material question [Re: DLively] #423092
05/24/13 02:04
05/24/13 02:04
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Originally Posted By: DevoN
Why would anyone want to use tripple buffer anyway?
Because it decouples the framerate from the monitor's refreshrate at the expense of another screenbuffer. By providing a third screenbuffer you avoid that you have to wait for the screen to refresh because there is always at least one buffer available for the engine to render to.


Always learn from history, to be sure you make the same mistakes again...
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