mrjh asked for ANY advice ;)
As Mustang's recent atmosphere research supports...
If you're producing a game with fullscreen/large textured sprites, and are getting frame-rate issues, elliminating the large sprites may help solve them, possibly with a lot more success and less effort than redesigning your main loop to process game components less frequently.
As Mustang's recent atmosphere research supports...
...I get ~740 frames per second with my nebula/starfield bg object - which has 116 triangles in total and one 2048*2048 map (nebula) and one 256*256 map (starfield).
This using GF7800GTX and "Graphics3D 1024,768,0,2".
If I take the bg object away I get ~1460 frames per second... so it did drop to half but it also draws maybe 3-4 times more pixels on screen.
Fullscreen FPS: with nebula/starfield 986, without 2115. So it seems to be consistent at least, and fullscreen is always faster than windowed, I think.
This using GF7800GTX and "Graphics3D 1024,768,0,2".
If I take the bg object away I get ~1460 frames per second... so it did drop to half but it also draws maybe 3-4 times more pixels on screen.
Fullscreen FPS: with nebula/starfield 986, without 2115. So it seems to be consistent at least, and fullscreen is always faster than windowed, I think.
If you're producing a game with fullscreen/large textured sprites, and are getting frame-rate issues, elliminating the large sprites may help solve them, possibly with a lot more success and less effort than redesigning your main loop to process game components less frequently.