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#41 (permalink) |
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Senior Zuner
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fixed the code
//add some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(4.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(5.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil"))); I don't know why there was // in the front anyways.. it doesn't lag even in debug mode... I"m trying it again without the debug mode and see if there are any improvements I'm gona try 6 sprites in a row //add some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(4.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(5.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(6.5f, 6.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(7.5f, 7.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(8.5f, 8.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(9.5f, 9.5f), Content.Load<Texture2D>("Sprites/devil")));
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#42 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 126
Reputation: 10
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#43 (permalink) | |
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Senior Zuner
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Quote:
Edit.. i think the FPS drops to about 15-30fps when i put 6 sprites in a row. But it is still very playable. Edit again... the FPS drops to that speed only if I walk through them. If i walk beside them, it's the same fps as if I only used 1 sprite. Would you like me to post up a youtube video?
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#44 (permalink) | |
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zB Programmer
Experienced Member Join Date: Mar 2007
Posts: 975
Reputation: 119
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Quote:
You put all of them in 1 layer(technically) since you put all of them straight behind each other. Move the ones behind the first ones off center, so that you can see part of them but part of them stay hidden behind the first
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#45 (permalink) |
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Senior Zuner
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I"ll just post up a video and let you guys judge. I think i did what Nick asked because I walked in a path where most of the sprites were visible. The video has about 30 sprites in a row. And it only showed minimum lagging when I go between them.
Here's the code for the spites in the video: //add some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(4.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(5.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(6.5f, 6.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(7.5f, 7.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(8.5f, 8.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(9.5f, 9.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(10.5f, 10.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(11.5f, 11.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(12.5f, 12.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(13.5f, 13.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(14.5f, 14.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(15.5f, 15.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(15.5f, 16.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(17.5f, 17.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(18.5f, 18.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(19.5f, 19.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(5.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(6.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(7.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(8.5f, 6.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(9.5f, 7.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(10.5f, 8.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(11.5f, 9.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(12.5f, 10.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(13.5f, 11.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(14.5f, 12.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(15.5f, 13.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(16.5f, 14.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(17.5f, 15.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(18.5f, 16.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(19.5f, 17.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(20.5f, 18.5f), Content.Load<Texture2D>("Sprites/devil"))); sprites.Add(new Sprite(new Vector2(21.5f, 19.5f), Content.Load<Texture2D>("Sprites/devil")));
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#46 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 126
Reputation: 10
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Yes please post a video.
Edit:sorry about misspelling name
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#47 (permalink) |
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Senior Zuner
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#48 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 126
Reputation: 10
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Oh.
looks lagless. Add a gun and mow em' down. haha
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#49 (permalink) |
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Senior Zuner
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So... LedZepp.. is the thing in youtube video the thing i'm suppose to do (making more than one sprite appear at the same time)?
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#51 (permalink) |
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Senior Zuner
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I think there are more than 10 sprites showing at a time and that's what caused the "lag". The lag isn't very noticible and most people will consider it very playable. Also in a real game setting, it's pretty hard to get 10 sprites showing at a time thus the game should be at least playable.
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#52 (permalink) |
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Jr. Member
Join Date: May 2008
Posts: 410
Reputation: 60
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Well then it might be another example of the 30GB being faster than the 8GB.
Then again, your sprites aren't covering much of the screen. Therefore it's not blending that many of the pixels. Mine dropped a lot just from having three sprites on screen. But all three filled a lot of the screen thus causing lots of blending. Hence why mine slowed way down. Try walking right up to one and having it fill the screen with the others behind it. Not to mention this "lag" is a complete stop in rotation. That's really noticeable to me anyway. I would hate to be playing a shooter, be turning to shoot a guy, and have everything pause for a second. Last edited by SimReality : 06-17-2008 at 10:48 PM. |
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#53 (permalink) |
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Senior Zuner
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I'm gona try a bigger sprite and see how well the zune does. Hopefully the result will be better than zune 8.
I'm gona try 320x320 sprites and test it right now.
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#55 (permalink) | |||
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Senior Zuner
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I'll try getting close to them then and see if the game lags.
Actually getting close to them makes the fps go faster. I'll post up a youtube video for you. Lagfree FTW!!!
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#56 (permalink) |
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Zuner
Join Date: Dec 2007
Posts: 56
Reputation: 26
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I still don't think you are really doing what Sim asked for and when I did see what he asked for I noticed some slow down. He's asking you to walk up to the one of the sprites and stop in front of it in such a way that you can see it and the sprites behind it. Then turn the camera view, it should be pretty laggy. However it might be the Zune 30 really is that much faster than the Zune 8gb as I simply placed all the sprites you put in and walked along them like you did and the framerate counter i added dipped down really low. Maybe if you added a framerate counter it'd be easier to tell what kind of fps you are getting through the entire video. The 8, 4, and 80 all share the same processor right?
Last edited by sableholic : 06-18-2008 at 04:32 AM. |
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#57 (permalink) |
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Jr. Member
Join Date: May 2008
Posts: 410
Reputation: 60
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But you switched the sprites to ones without transparent regions. So it's not really the same.
I'm not saying I'm absolutely right and I want to show the world, but I just want to see how much better the 30GB is over the 4/8/80 since it seems clear (from this post and all the others) that the 30GB is a faster machine. |
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#58 (permalink) |
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Senior Zuner
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Could anyone post up a large sprite with transparent edges?
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