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adr Member
Joined: 23 Jul 2005 Posts: 165
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Posted: Sun May 03, 2009 5:56 pm Post subject: Using more then one cpu and increase performance |
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I dont know about anyone else, but it seems deled went down in performance after adding that animation. My map is perty big, cus I have not brake things up in inside of it, about 10.7 MB in size; but befor 2.0 it seems to loaded just fine ish, took 5sec to start up, now it takes 15-20sec and more if I have something running in the background.
So maybe we should start support for dual core cpus?
Computer
Windows XP 32 bit
4GB of ram (3GB of ram, 1GB of PageFile)
8800 GS
E8400 Wolfdale 3.0 (oc 3.6) |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun May 03, 2009 7:23 pm Post subject: |
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Dual core support is a great idea, but it's a huge ammount of work to implement. I wouldn't expect it any soon.
As for your performance issues. Do you have many objects? If you do, you can try to hide the scene-inspector. I noticed a little bug that slows DeleD down when you are loading your scene. It was caused by too many scene-inspector UI updates (It got updated for every object loaded, while it should only update once after the scene is loaded). Hiding the scene inspector might speed things up considerably (In my case, it did).
You can also try to hide some of your objects. It would make rendering a bit faster. Enabling culling might also help. |
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adr Member
Joined: 23 Jul 2005 Posts: 165
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Posted: Sun May 03, 2009 8:12 pm Post subject: |
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Oh I know about the hiding, I useally hide everything i'm not working on. I do have many objects but even hidden it still "feels" slow down by alot from the update so not sure whats the problem, so I figure maybe dual core support would help speeds things up, from loading to light baking the scenes, even really big animations.
I'll try hidding the scene-inspector to see if that helps.
Edit:
Guess you were right about the scene-inspector, it does seem to shave off some performance when shown, but from you say, even hidden it will still slow down loading, witch it does. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue May 05, 2009 7:31 pm Post subject: |
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If for a given scene loading time increased significantly in between DeleD 1.82 and DeleD 2.0, we definitely need to address that. Anything special about that scene I need to reproduce?
I doubt "dual core support" will do much for loading times, limiting factors are probably IO (disk and memory allocations). Plenty of room for local optimizations. In fact, I bet about every facet of DeleD could be significantly optimized, it's just a simple trade off in development time. Just to be clear, the same goes for about every commercial application out there as well, I'm not saying DeleD is the slowest of the bunch.
Areas where multi-threading (over multiple cores) truely shines are things like lightmapping and the raytracer. The raytracer will be used as a testbed for such techniques. Strictly speaking, you might find the raytracing thread running on a different core than your main thread already, but the raytracer itself is still single-thread, single-cpu. This will change in the future. Once the animation system gets more complex, we'll also might apply threading-techniques there. |
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adr Member
Joined: 23 Jul 2005 Posts: 165
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Posted: Wed May 06, 2009 1:03 am Post subject: |
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Yea, mult-threading would shine with lightmapping and raytracing(saw that, really sneaky of you all ^.-)
Other then that scene perty big, with a few 2,634 objects (give or take 200 objects) and over 32,963 polygons. I know thats alot, even for the old version, but loading has significantly increased by over 3 to 4 times as more from the two.
*I don't think my IO for atm would limit the output by that much and with SSD coming, IO will increase by 2x each time. (I'm happy for that one =))* |
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