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Snarwin
12-03-2007, 11:51 PM
How long, in real time, does the average ZASM command take to execute?

DarkDragon
12-04-2007, 12:37 AM
Depends on the command, and the speed of you computer.
You can do your own benchmarking by creating a FFC with a sufficiently large for loop.

thebetter1
06-10-2008, 11:50 PM
They usually take exactly 1/60th of a second, assuming you have cap fps turned on.

Gleeok
06-11-2008, 12:48 AM
They usually take exactly 1/60th of a second, assuming you have cap fps turned on.

What?!




Actually I did run a few tests on this last week. ^_^


First two numbers, ratio of commands(in thousandths) to processor speed(in Ghz). Next number, percentage of frame rate drop.

Drawtile: 1 to 2.7; 75% loss.
PutPixel: 2.5 to 1; 11% loss.
Moving Link X,Y: 2.6 to 1; 9% loss.
FFC X,Y; same as above.

...Forgot to do enemies though.

bigjoe
06-11-2008, 01:19 AM
Wait, that means 1000 simultaneous Drawtile commands causes a 75% loss?

Gleeok
06-11-2008, 01:32 AM
Mathematically, yes, on a 2.7 Ghz processor, with no other scripts or game engine screen enemies.. etc, taken into consideration.

What that would do to slower computers would be unbearable however.

Master Maniac
06-11-2008, 06:21 PM
Wait, that means 1000 simultaneous Drawtile commands causes a 75% loss?

why on god's green earth would someone need to do 1000 simulaneous drawtiles at once?!? :odd:

Gleeok
06-11-2008, 06:33 PM
Well for optimization. It's clear that drawtiles are about the slowest thing you can do. So if you had a screen with lots of scripts running and were getting a lot of lag, you might want to consider not using those 20+ drawtiles just for some kind of transparent effect..or whatever.

Also I made a slight typo, it's in thousands not thousandths.