Comments (3)
Thank you for the test code. I tested it with my 3050 graphics card, and it can run 20,000 sprites at a full 60 FPS, but drops to about 30 FPS with 50,000 sprites. However, I don't plan to pursue extremely high performance since my time is limited, so I might lean more towards compatibility and extensibility.
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The engine has just reached a stable phase. In the early stages of development, I skipped many optimization steps to save development time. Perhaps it's time to start optimizing soon.
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Updated my benchmarks
mkxp-z can draw 10k at 26 fps, with YJIT it can draw 20k at 34 fps (YJIT was tested with Linux)
mkxp-z with Angle (Direct3D) can draw 10k at 39 fps and Angle (Vulkan) at 44 fps, with YJIT
and Angle (Direct3D) it can draw 20k at 19 fps and Angle (Vulkan) at 24 fps (YJIT was tested with Linux)
RGD can draw 10k at 39 fps, with batch drawing it can draw 10k at 49 fps (RGD 1.5.4 is faster than the experimental 1.6.1)
RGU with any Angle options can draw 10k at 19 fps (The new build released a day ago)
RGM can draw 50k with 33 fps
LiteRGSS2 can draw 60k at 42 fps
I assume that RGM performance at it is because of Centurion? (I mean everything is just using SDL2 minus LiteRGSS2)
https://github.com/albin-johansson/centurion
YJIT is just a matter of building Ruby with Rust installed and using --yjit
to start Ruby, but only works on MacOS and Linux
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Related Issues (12)
- Build Instructions HOT 1
- Git Submodules HOT 1
- Angle on Linux HOT 2
- [Bug]项目编译失败,修补后编译的程序运行游戏时闪退 HOT 4
- Missing Code in Repository HOT 2
- Reference from other functional RGSS implementations HOT 4
- [Feature] Zig Compiler HOT 1
- MZ Learning Resource HOT 2
- [Feature] Shaders HOT 1
- [Feature] Graphics API Extension HOT 1
- [Feature] Geometry API Extension
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