[Kde-games-devel] Low framerate in Kdiamond
Stefan Majewsky
majewsky at gmx.net
Tue May 20 22:46:18 CEST 2008
At first, thanks to Ian for helping this. I'll be providing data for you to
analyze. ^^
Am Dienstag 20 Mai 2008 03:26:02 schrieb Ian Wadham:
> Have you tested that possibility using "export QT_FLUSH_PAINT=1"? Hope
> it still works for you. It has recently stopped working for me. It should
> highlight areas that are being repainted.
That does not work for me, but there is a KWin plugin that shows repaint
areas. I see that the whole view is repainted every second, and repaints are
limited to the changed areas pretty well. I'm going to investigate whether
increasing the distance between diamond pixmaps helps.
> Also are timings any better if you make a move near the top of the screen,
> thus minimising the overall area that is affected by the move?
The idea with the number of moving diamonds is good. Again some data, this
time for a 100x100 board: (analysis comes after this)
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
16 of 258 starts at 1638 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
125 of 258 starts at 5049 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
221 of 258 starts at 7782 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
239 of 258 starts at 8533 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
243 of 258 starts at 8759 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
247 of 258 starts at 8956 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
248 of 258 starts at 9044 msecs with a scheduled total of 10320 msecs
kdiamond(7829) MoveAnimator::setFrame: Calculating 3364 animations in frame
[...]
Of course, the amount of moving diamonds decreases as the lower pieces slowly
fall into place. The animation becomes much smoother then. In this example,
we see only two frames in the first six seconds of a ten seconds animation.
The most interesting part is that the time until the first frame is shown is
not the biggest one. The time between first and second frame is much bigger
(3,5 seconds against 1,5 seconds). Now that is strange!
For the remove animation, the third and seventh frame are shown. That means
that the time between animation start and first frame nearly stays the same,
while the time between first and second frame noticeably increases.
> P.S. KGoldrunner switched to KGameCanvas back then (about 2 years ago)
> and has been using it ever since, with no problems. QGV has improved its
> performance in the meantime, but I am still not convinced it can handle
> fast animation consistently and reliably.
I was hoping that I can stick with QGV for a while...
Good night
Stefan
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