First, I don't think that "imagine" is really meaningful when talking about performances, I'd prefer real numbers
But ok, let's say that these "3 seconds" are the benchmark result.
They are. I tested it on a crappy PC with 700 MHz and 1280 x 1024 pixels.
3 seconds to perform 1280 moves gives approximately 2.3 ms per frame, right? 2.3 ms per frame is 430 frames per second. I don't see what's critical here.
Did I miss something?
These aren't 1280 moves, these are still just 320 moves. The original window resolution was 320 x 240. The sprite walks one pixel per movement. And this whole scene was just enlarged. I didn't enlarge the background manually and kept the sprite the same. The whole scene was drawn with 320 x 240 pixels and then it was enlarged for output. I didn't even have to do this myself, it's done automatically when you resize the window. So, logically, the sprite still walks 320 pixels, just that these original pixels are displayed bigger.
Generally speaking, drawing one or two sprites is not a significant benchmark, because the results are polluted with the overhead of event / window handling. This is not significant when drawing a real scene because it happens once per frame regardless the number of sprites that you draw, but when you draw only one or two it becomes significant.
Well, if I had a game with 10 sprites on the screen, the game would still not become faster.
When I did that test, I didn't care for the exact results. I just wanted to see if the game is still playable at a high screen resolution. And it seems that it isn't because the characters would start to move in slow motion. As I said, it was an extreme test. If the sprite had been slower than at a small window, but still faster than it would move in a real game, I could use it. But since the sprite moves slower than in a real game, any further tests are unnecessary because the actual performance wouldn't improve with
more sprites.
Have you tried this test in fullscreen D3D vs fullscreen OGL?
No, it was both in window mode.
I believe OGL has a weakness for windowed applications vs D3D.
Well, it was supposed to be the worst case, so yeah. Also, in fullscreen mode I wouldn't need to care for stretching anymore because there I could simply change the screen resolution to 320 x 240 pixels and the game scene would fill the whole screen.