Hi,
(it is based on the 0.7.5 version, Ubuntu, OpenGL direct rendering) an otherwise idle interface (ex: with Demo6 or Demo7) still uses quite a lot of CPU, about 1 core almost at 100%, I would say (it is difficult to tell as the OS seems to regularly move the processing from one core to another; is CEGUI single-threaded?). Couldn't we imagine that, should no event happen, no redraw should occur, thus resulting in almost no processing being needed? (except for the time-based revolving CEGUI logo)
On a related note, FPS are then higher than 500, thus I suppose there is no frame rate limiter in that sample (which may explain the load discussed above - at least partly); is it up to the CEGUI-using application to perform the throttling? I suppose yes (unless the time-injection could be used to have CEGUI take care of the frame rate?), maybe there is an example showing it?
These are only my first steps with CEGUI, and I am finding this library very neat, as the interfaces are quite impressive.
Congratulations for the good work!
Best regards,
Olivier Boudeville.
Minimal redraws
Moderators: CEGUI MVP, CEGUI Team
Re: Minimal redraws
Exactly, you are supposed to tell CEGUI when to render the GUI.
Usually games limit the framerate in the menus and optionally even ingame. You should be getting way more than 500 fps though, I get ~9000 fps in the simpler demos.
CEGUI has AutoRenderingSurface to speed up rendering when things aren't changing/moving.
Usually games limit the framerate in the menus and optionally even ingame. You should be getting way more than 500 fps though, I get ~9000 fps in the simpler demos.
CEGUI has AutoRenderingSurface to speed up rendering when things aren't changing/moving.
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