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Messages - RolandJMoritz

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Graphics / Question: Current State of Graphics API
« on: February 27, 2012, 01:45:00 am »
Thanks for the fast reply :)

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Graphics / Question: Current State of Graphics API
« on: February 24, 2012, 03:19:32 am »
Hello! I have a question regarding the current state of the Graphics API, and I apologize in advance in case this has already been answered, but I did not find anything really recent enough about this in the forums...

There has been lots of discussion about batching and how the amount of OpenGL draw calls is the real bottleneck. From what I have gathered, Laurent currently does not support batching but has found ways to internally optimize that API to make it nearly as fast as when using batched rendering...? Right now I am starting with a game that will be *very* particle intensive and needs lots of sprites drawn at the same time, definitely > 1000, more in the range of 10.000.

As far as I know, there is a limit of about 1000 sprites/frame at which the framerate drops severely due to the amount of drawing calls. I am currently still using SFML 1.6, because I always thought I'd wait for a final, stable version of 2.0...

So basically I just wanted to ask what the current state of affairs regarding sprite drawing performance is in SFML 2 and how long it will approximately still take till the new API is finished? I really want to avoid having to use pure OpenGL for performance reasons... :P

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