For others, I sent email to Andreas as my AI Kills all Humans game was so slow on AOS4 machines, and it appears there were things I didn't know about Hollywood in AOS4 that have made the game slow.
"On OS4 you'll only get GPU
accelerated scaling if you use hardware double buffers...
..., Hollywood has
to scale the framebuffer to 1920x1080 using the CPU for every single
frame you draw which is of course a real performance killer, even
on the X5000."
"I'd recommend disabling any scaling on OS4 and just switching the
monitor resolution to the desired resolution instead."
Regarding these comes some questions:
1. As my game is intended to run on 1920x1080 screen. Does this mean that even if someone is using precisely 1920x1080 screen, but I have these:
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@DISPLAY {ScaleMode = #SCALEMODE_AUTO, FitScale = True, smoothscale=True
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@DISPLAY {ScaleMode = #SCALEMODE_NONE, FitScale = false, smoothscale=false
2. Can I keep switching between Regular DoubleBuffer and Hardware DoubleBuffer just like that, or is there limitations or slowdown between each switch?
For as I read, it says that Hardware DoubleBuffer is very fast for Hardware Brushes, but will be even slower than normal DoubleBuffer for drawing.
And problem is that in my game I am doing both.
My cycle would basically be following:
HARDWARE=TRUE
Display Brush showing Background
Display Brush2 which shows stuff above background, like buildings.
HARDWARE=FALSE
Draw lots of rectangles
Draw lots of Circles
Then depending what happened during this cycle, there could come some drawing to Brush or Brush2, for example if one building is destroyed from Brush 2.
Can this be done, or is there limitation in switching between Hardware and regular DoubleBuffer mode, or would it otherwise be just too slow?
3. As I mentioned in previous Cycle explanation, I have this Brush that contains the Background image. I could actually make it as a background picture instead of a brush. Would this make any difference to speed and difference to Hardware/Non Hardware mode?