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performance oo vs non-oo

Started by June 14, 2004 06:50 AM
10 comments, last by ivo 20 years, 5 months ago
i already found some topics here concerning the performance of oo en non-oo opengl apps and i think i understand de circumstances when oo might be slower. when you take a look at the nehe basecode you can see clearly that the basecode for oo is slower than the regular basecode. does anyone have an explanation for this? i wasn't able to find anything when browsing through the code itself... take a look at both executables running here: http://www.krooswijk.com/downloads/opengl.avi [Edited by - ivo on June 16, 2004 1:26:18 PM]
they look equally fast on the video.. the performance difference should not be measurable.

is this a porno on the movie?



If that''s not the help you''re after then you''re going to have to explain the problem better than what you have. - joanusdmentia

davepermen.net
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no! there is a rockband playing at the back!

back to the topic: in my opinion the upperleft opengl instance is going faster than the lower right instance.

don''t option. measure.

rock videos look like pornos..

urgh..

rock..

:D



If that''s not the help you''re after then you''re going to have to explain the problem better than what you have. - joanusdmentia

davepermen.net
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia

My Page davepermen.net | My Music on Bandcamp and on Soundcloud

pointless video. did you record this?

you really think 2 programs running side by side are going to be getting an equal amount of resources from the system to get any reasonable comparisons from? especially when you got tons of other shit running in the background?

[edited by - DrEvil on June 14, 2004 8:53:06 AM]
It does seem like the upper left one is spinning faster, maybe it's an illusion or one program is getting more resources. The best way to know is add a frames per second counter and run each program by itself. Usually what I do is display the fps in the title bar.



-SirKnight

[edited by - SirKnight on June 14, 2004 8:57:57 AM]
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no i know this might be a problem, but i also checked them separately off course, and i already saw at that point that the oo version was slower.

i don't see any need to measure the fps of both, since it is obvious for me that oo in this case is slower.

if you download both versions from the nehe site you might see it yourself.

so my questions remains, does anybody noticed this before and have an explanation for this?

[edited by - ivo on June 14, 2004 8:58:40 AM]
quote: Original post by SirKnight
It does seem like the upper left one is spinning faster, maybe it''s an illusion or one program is getting more resources. The best way to know is add a frames per second counter and run each program by itself. Usually what I do is display the fps in the title bar.



-SirKnight

[edited by - SirKnight on June 14, 2004 8:57:57 AM]


Not cool, unless you do an average each second, updating the titlebar (SetWindowText()) every frame WILL slow the FPS.

--
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- Google | Google for GameDev.net | GameDev.net''s DirectX FAQ. (not as cool as the Graphics and Theory FAQ)
*shrug*

Doing that always works fine for me, I never notice a huge slow down. That''s what I do in my quake 3 bsp renderer and I still get a few hundred frames per second on complex maps, so I doubt it hurts THAT bad.

lol

Standard: angle += (float)(milliseconds) / 5.0f;
OOP: m_Angle += (float)(milliseconds) / 15.0f;

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