SFML community forums
Help => Graphics => Topic started by: olafurw on December 26, 2009, 11:35:39 pm
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This is baffling me. (I'm using Windows 7 btw)
I have a few sprites that I walk around the screen, this works very smooth and well.
As soon as I try to create some sort of a background sprite, everything slows down to a crawl.
I've tried two ways, one was to have a 800x600 image as a sprite and draw that every time (the image was only 11KB), but the whole program became very slow.
Then I tried the loop in a loop way to tile 50x50 images, and still this is as slow as the first method.
So how do I proceed?
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The first way shouldn't be slow at all. A few users have performances issues with Windows 7, you should try your program on another OS if you can.
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I can't try another OS at the moment, but lets assume that this is a problem in Windows 7. Do you know what I could try to fix this problem?
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No, I still don't know what happens with Windows 7.
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I can confirm this with Windows 7.
I am trying to use a pair of buffer images which are drawn to a window every frame. Goes at about 11 FPS :(
If I comment out the lines that draw the images to the window, it shoots up to over 150 FPS.
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Fixed: I updated my video drivers, and now it runs fine.
According to something I read somewhere its because the drivers you get with windows 7 (surprise surprise) don't support opengl, so have to interface with direct x instead.
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There are no updated display drivers for my laptop. So it seems I'm out of luck.
Probably going to switch to Allegro then or something. It's a damn shame.
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There are no updated display drivers for my laptop. So it seems I'm out of luck.
You could look at http://www.laptopvideo2go.com/ - perhaps they do have some modded driver for you laptop.
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That's scaring me out, because I'm gonna buy a new computer and so I will probably have window 7 with it. If I cannot keep on using SFML, it's gonna be bad. There's no way I'll give up SFML for another lib :cry:
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People having problems with Windows 7 and SFML should test another OpenGL application to see what's wrong (SFML or the OpenGL driver).
There's absolutely no reason for SFML to be so slow on Windows 7.
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Just played Quake 2 at a lan in OpenGL and it works perfectly. So nothing wrong with the OpenGL setup.
So I'm wondering if I should try SFML 2, but the thing is, that this is not a project I can run on a preview build.
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That's really weird.
It would be interesting to get some feedback about SFML 2 & Windows 7, if someone can try this combination :)
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I've been using SFML2 with Windows 7 Build 7100 and have not experienced any lag. Then again I do have ATi's Catalyst Drivers installed.
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It would be interesting to get some feedback about SFML 2 & Windows 7, if someone can try this combination :)
I'm using both, in VC++ 2008 express. Works perfectly so far :D
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I tried a compiled version of my app on another Windows 7 machine and it worked perfectly there.
That machine was a 32bit W7 machine though, and mine is 64bit W7.
Then I tried it on another W7 machine that is 64 bit and I had the same slowdown issue as I had before.
So there is something going on in W7 64bit. Be it SFML or OpenGL.
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I'm not having any troubles with windows 7 x64 and SFML 2
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Also, I am using x64 Win7, so that's probably not the problem.
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Are you two using ATI cards?
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I use 32 bit binaries of SFML on x64 Win7 with Nvidia card. I don't have the problem mentioned.
Dravere
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Are you two using ATI cards?
Yes.
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yeah, radeon hd 4770
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Back home, at my desktop.
W7 64bit with an NVIDIA Card, had the same issues as before and then I installed the latest drivers from the NVIDIA site. Works like a charm.
So it could be issues on Laptops with W7 64bit and ATI Cards.
Sounds like fun.
I also tried other SFML projects and it's the same.
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I have the source of the problem but unfortunately this is a problem that will not be fixed.
This is not a SFML problem, just to be clear. It's a mixture of Microsoft, ATI and Fujitsu.
> Mobility 2300 GPU's are legacy and not supported for Windows 7.
This is a reply from a mod over on the ATI GAME forums.