Wednesday, 4 November 2009

{new engine benchmarks} Current game engine benchmarks

I have completed the 1st phase of the engine re-write and have calculated some benchmarks for those part of the system that are currently working. As soon as the collision engine is up and running I will be able to post the other benchmarks.

126
Testing of old game engine 16u7 compared to Engine3
Benchmarks with random scrolling layer (800x2000) 640 tiles 252 tiles shown Sprites at 1/3 size 72 pixels down to 21.6 pixels
History recorded
Old Engine
New Engine
best fps
best fps
210 bouncing sprites bin display
50
175
185
210 bouncing sprites no bin display/collisions
50
197
378
210 bouncing sprites with 50 history (10710 sprites)
50
19
30
210 bouncing sprites with 50 history (10710 sprites) no bin display/collisions
50
19
34
210 bouncing sprites bin display
default (10)
184
188
210 bouncing sprites no bin display/collisions
default (10)
196
386
210 bouncing sprites with default history (2310
drawn sprites) bin display
default (10)
67
94
210 bouncing sprites with default history (2310
drawn sprites) no bin display/collisions
default (10)
69
126
1400 wrapping sprites
default (10)
88
115
1400 wrapping sprites colliding no display
default (10)
30
36
8400 wrapping sprites
default (10)
15
19
4200 wrapping sprites colliding no display
default (10)
3*
4
8400 wrapping sprites colliding no display
default (10)
2*
2

*These numbers are dodgy as visual inspection would suggest that the old engine is only drawing a frame every couple of seconds. Also all the sprites are sat on top of each causing over 1, 500, 000 collision checks are performed for each frame.

You can't really expect every game object to interact with every other game object.

The data shows that in terms of drawing and updating speed the new engine is very fast compared to the old one, but text drawing (which happens a lot with bin displays) is still slow. I'll investigate this at a later date.

A few more tests and checks and I'll publish the game engine and a game start template.

No comments:

Post a Comment