RE: [Plib-devel] Work outstanding.
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From: Paul B. <pbl...@di...> - 2000-08-11 03:55:56
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Perfly is also "the ultimate judge" on whether a particular feature of Performer has been tested. If it is in Perfly, you can almost guarantee the Performer team has looked at it. A friend has said that it only took him a few tries to realize that you don't start from scratch with Performer, you start with Perfly. (Note I am not suggesting that PFly become some sort of uber-example.) Paul > -----Original Message----- > From: Gil Carter [mailto:g.c...@ca...] > Sent: Thursday, August 10, 2000 10:41 PM > To: pli...@li... > Subject: Re: [Plib-devel] Work outstanding. > > > > > >I hadn't thought of puTrace being used inside PPE. Given > that PPE is a > > >modelling package not a gaming engine, is this something > you would really > > >need to do? Obviously it's possible, but I'm not really > clear on what you > > >would use it for; I'm open to comments on this. > > > >So am I ;-), I unfortunately never had the opportunity to use > >something like perFly. But I asumed that it is something for the > >developer or artist, not the end user? > > Developers, not artists. Most people seem to use it to check > that their > own apps aren't doing something silly when rendering, or to see how > different rendering method looks in practice or is implemented in > source. It's also a nice sanity check that your build > environment works, > and it's a whizzy little demo app which comes free with the > distribution. > > >Probably it would be best to > >have the performance monitor both in the engine and the modeler. > >In the engine for the developer, so that he can see the performance > >where it matters, with sound and ai etc going on. > >In the modeler, the developer can quickly make changes, for example > >that car model is too slow - lets try it with opaque windows. > > Ok, but keep in mind that you're not just measuring how long > it takes to > render your car - you're really benchmarking the performance > of PPE as > well. Even though PPE is underpinned by PLIB, if you're > developing models > for a game, your game engine is really the place to benchmark. > > Maybe PPE could have a "preview" mode which goes fullscreen > with no menus, > and just renders the current model with trace enabled to give > you an idea > of what type of performance you'll get in a standalone app. > There are > issues of still having all of the other OpenGL resources > consumed to keep > PPE alive in background, but at least you're not rendering > four views of > the model plus the user interface at each frame :-) > > Gil > > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |