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Messages - mbro2k

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Window / Speed issues with Joystick event processing
« on: October 17, 2011, 12:06:27 am »
I found a solution for my particular problem over in general


General / Polling for events drastically lowers frame rate
« on: October 17, 2011, 12:04:35 am »
Hey I tried Laurent's suggestion and only called IsConnected every few seconds and it solved my problem!
(my problem was a choppy framerate when running with a newly connected xbox controller for the first time).

Actually I had to keep JoystickManager::Update running normally, because my joystick would not work properly.
I actually put the timer before the IsConnected function itself within

Window / Speed issues with Joystick event processing
« on: October 15, 2011, 11:36:45 pm »
I think I may have a related issue.

When I turn on my xbox gamepad in windows before starting
my game, the game runs choppy for about 15 seconds or so
and then goes back to normal for good.  

This only seems to happen during
the first time connecting the gamepad, and it only happens when
using a gamepad.

I'm using sfml2 from late september(0fd992d) and windows 7.

I think this wasn't happening in older versions of sfml2 I was using(49c0208).

Graphics / Sprite sheet performance
« on: September 25, 2011, 08:58:17 pm »
I think I was actually using too much graphics memory for the cards,
and it was just different caching results depending on the sizes
swapping in and out.

Graphics / Text rendering problem
« on: September 25, 2011, 08:34:44 pm »
I am also having this problem unfortunately.
I'm using the latest sfml2 version.
It seems to only happen on some computers.
I tried a few different ttf fonts.

On windows 7 64-bit I actually have no problems,
but a friend sees it on their machine with vista64, intel graphics.

I can also see the problem when using a windowsXP 32-bit on a virtual machine.

Graphics / Sprite sheet performance
« on: September 08, 2011, 10:45:34 pm »
Here are some of the older machine cards
Radeon 9200
Radeon 9800
Intel GMA X3100

I think the overall framerate is ok, aiming for 60.
It seems the main problem I am getting now is a hiccup/stutter/short-delay
while displaying an animation from a 2048 sheet for the first time.

But somehow when using smaller textures it handles things
better without pausing.

Graphics / Sprite sheet performance
« on: September 08, 2011, 06:50:44 am »
I have always read that sprite sheets increase performance
by having all of the image cached in graphics memory.

However, I have found that using very large sprite sheets
up to 2048x2048 (I need to handle high-res drawn animations),
seem to make things worse for older graphics cards.  
Specifically more stuttering and lower framerates when testing
a few older machines.

I compared some results when
just using separate textures(sf::Texture, formerly sf::Image)
for each frame, and it turned out much smoother(less stuttering
and framerate drops).

My guess is that these graphics cards have a problem caching textures
above 1024x1024 even though they can technically support them.
Is that possible?

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