Old2DGuy
Member
Hello, I'm (finally) wrapping up a project that has kept me from diving into GM, but I'm hoping to make a final decision on pursuing GM very soon. Performance on mobile devices is crucial for my development, so I was wondering if anyone would take the time to write this small benchmark test that I could run and compare performance to my existing framework? It's crazy how performance on mobile devices varies compares to PC. Even an old PC out performs most of the latest phones, so these types of benchmarks are at the least, very interesting when run on multiple devices.
Requirements: The main requirement is an Android APK I can test on a few devices, but an additional version for PC would be great too.
Background image size: 1294x728 (HD ratio) On wide screen devices, it's fine to have black bars on the side. The background can be anything, but it can't be just a black screen.
Sprite size: 104x104 The sprite should have transparent areas. Maybe a simple round marble, ball, etc.
Background and sprite should be high color jpg, png, transparent png (or whatever GM uses).
I've attached the test images I've been using if you would like to use those.
Program Operation:
Every loop, the background gets drawn, then the sprites on top. I'm aware there are some tricks that could be used to avoid drawing the background every frame, but I wanted to draw the background every frame to understand fill rate and how it affects rendering performance. Especially when the screen fills with 100s or 1000s of sprites.
The app starts out with zero sprites on screen. With every touch of the screen, 10 sprites get added to the screen. The sprites start out in the middle of the screen and they simply move around the screen and bounce off the edges like a pong ball. They never die, they just keep bouncing around the screen. Each sprite should have a random velocity when it's launched so all the sprites are moving around at different speeds.
The app should display frame rate and current number of sprites moving around.
Options: Would be cool if there was a check box(s) to select random scale size, random rotation. Not needed but would be a nice addition.
Would be great if standard GM sprite functions were used, just something that represents typical GM performance. But if you do end up using something that enhances the performance, please let us know so we can better understand how it improved performance. It also would be cool if the source to the project was posted in this thread so I and others, could view and learn from it.
ok..now for the obvious... I KNOW I'm going to get flamed with "do it yourself a$$hole, we don't have time....". I've been down this road before in the past but there's usually one or more experts floating around who can bump this kind of stuff out in a few minutes. So I hope you don't mind the request. Plus it might end up being something useful others could use to test performance on multiple devices, etc. For anyone that takes the time to do this, I thank you in advance for your time.
I was part of something similar years ago..lol.. it was great to see the various frameworks bumping out the results.
Requirements: The main requirement is an Android APK I can test on a few devices, but an additional version for PC would be great too.
Background image size: 1294x728 (HD ratio) On wide screen devices, it's fine to have black bars on the side. The background can be anything, but it can't be just a black screen.
Sprite size: 104x104 The sprite should have transparent areas. Maybe a simple round marble, ball, etc.
Background and sprite should be high color jpg, png, transparent png (or whatever GM uses).
I've attached the test images I've been using if you would like to use those.
Program Operation:
Every loop, the background gets drawn, then the sprites on top. I'm aware there are some tricks that could be used to avoid drawing the background every frame, but I wanted to draw the background every frame to understand fill rate and how it affects rendering performance. Especially when the screen fills with 100s or 1000s of sprites.
The app starts out with zero sprites on screen. With every touch of the screen, 10 sprites get added to the screen. The sprites start out in the middle of the screen and they simply move around the screen and bounce off the edges like a pong ball. They never die, they just keep bouncing around the screen. Each sprite should have a random velocity when it's launched so all the sprites are moving around at different speeds.
The app should display frame rate and current number of sprites moving around.
Options: Would be cool if there was a check box(s) to select random scale size, random rotation. Not needed but would be a nice addition.
Would be great if standard GM sprite functions were used, just something that represents typical GM performance. But if you do end up using something that enhances the performance, please let us know so we can better understand how it improved performance. It also would be cool if the source to the project was posted in this thread so I and others, could view and learn from it.
ok..now for the obvious... I KNOW I'm going to get flamed with "do it yourself a$$hole, we don't have time....". I've been down this road before in the past but there's usually one or more experts floating around who can bump this kind of stuff out in a few minutes. So I hope you don't mind the request. Plus it might end up being something useful others could use to test performance on multiple devices, etc. For anyone that takes the time to do this, I thank you in advance for your time.
I was part of something similar years ago..lol.. it was great to see the various frameworks bumping out the results.
The 2006 2D Sprite Render Test
Yes, I'm hoping for something REALLY valuable for reference in this thread. TGB, PTK, BlitzMax, Flash, Custom Engines, etc, etc. Alot of 2D tools...
forums.indiegamer.com
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