Anders Jenbo
Anders Jenbo
I left 3 comments in the code regarding optimizations that are very doable and there should be plenty more possible. Rendering is currently written in the easiest way possible rather...
Release -O3 LTO allows me to run the game at 90fps for the most part but the CPU core is also running between 90-95%
> Release build of course. Debug performance isn't relevant. I do get decent performance most of the time, but random frame drops occasionally. I'm mostly testing on mobile devices. Native...
Is there a drop or is the low frame rate just more noticeable when turning?
Enable FPS counter and get some real numbers
Both SDL_GPU and OpenGL are now in good shape. Software renderer is a bit better but still has some opportunities for improvements. The big performance killer left is how 2D...
Performance is now better then the original in Software renderer, there are still some fairly easy optimizations that can be done in terms of lighting, and multi threading might still...
After https://github.com/isledecomp/isle-portable/pull/348, it should generally make portable perform better then the original on most systems. After that the only things left is related to how the game it self works...
Strangely surfaces gets rendered in horizontal spans when there are CPU blitting going on, this doesn't seem to help anything and very likely hurts performance while making things more complex.
I'll take a look at some of the CPU based rendering once I get WebGL working correctly.