For those of you who don’t dare try Kobo Deluxe due to the risk of
getting caught here are some initial benchmark figures:
Test system:
CPU: Celeron 633
GFX: ATI Rage 128 "PF" 32 MB
RAM: 384 MB
X: XFree86 4.0.3-7mdk
OS: Mandrake 8.0 (Linux 2.4.3-<something>mdk)
Resolution (screen) SDL glSDL------------------------------------------------------
896x896 (1280x1024) 18 fps 39 fps
672x672 (960x720) 30 fps 50 fps
448x448 (640x480) 62 fps 56 fps
224x224 (320x240) 200 fps 62 fps
Note that Kobo Deluxe only updates the playfield area every frame
(applies to SDL 2D as well as glSDL modes) - so the actual screen area
that counts to fill rate is significantly smaller than the full screen.
It’s pretty obvious that this system isn’t taking glSDL’s abuse of OpenGL
very well - you’d have to go beyond 640x480 to get better performance
with glSDL even for a fullscreen scrolling game. I’m not sure how the
Celeron compares to my main development P-III 933 in raw power, but at
least I’m pretty sure that the unoptimized code with frequent mixing of
integers and floats isn’t helping… heh
So, why is glSDL so slow? (Well, on this machine, at least…)
* Pages of unoptimized code with lots of float/int casts.
* Possibly significant amounts of function call overhead.
* Most surfaces are using one OpenGL texture each (!), so...
* ...there's *loads* of texture binding going on!
* glSDL alpha blends every single pixel of all surfaces
with alpha, whereas SDL 2D is using RLE to skip transparent
areas. (Makes a *big* difference since Kobo DL has a window
frame that covers the whole render area! It also seems like
this card has a rather significant alpha blending penalty,
compared to the G400.)
Anyway, this is quite different from the situation on my P-III 933/Matrox
G400 system. On that machine, OpenGL outperforms SDL 2D even in 320x240
for “simple” applications, and achieves speedup factors in the range of 3
through 5 times the SDL 2D speed in higher resolutions! I’ll post the
benchmark figures for that machine tomorrow.
//David Olofson — Programmer, Reologica Instruments AB
.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
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----------------------------> http://www.linuxdj.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |
-------------------------------------> http://olofson.net -’