Product Chat / Test GameGuru (performance and optimization)

Author
Message
Devcore35
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 5th Aug 2014
Location: Rouen (76) - France
Posted: 18th Jun 2015 16:17
Hello everyone

Before beginning know that I am French ... And I apologize translations of problems you will encounter as I translated this text with Gooogle translation ^^

I took the opportunity today to test the performance of GameGuru (1002).
For this I established some parameters in a table that I give you now

Here is the computer that was used to test:

- Windows 8.1
- I5-4200M Processor IntelCore, 3,1Ghz
- 1TB HDD + SSD 120GB
- 8GB RAM
- Graphics Card NVidia GTX850M 2GB dedicated

GameGuru has been pushed in for tests (100% Lightrays, bloom to 69%, etc.) and the graphics are all on high :

The purpose of this test was to completely cover an entire maps of the elements below and to note the number of frames per second that the motor can withstand with the final number of polygons are.

Here are the results :

- Trees : 15 fps
- Trees + Grass : 12 fps
- Trees + Grass + Montain : 12 fps
- Trees + Grass + Montain + 100 characters : 9 fps
- Trees + Grass + Montain + 100 characters + 50 lightmaps : 9 fps

Number of polygons in the scene : 1640000 ~

Another test: the test of hundred barrels : 93 fps

Test on a game for the third person (the level is completely entire maps) : 3 fps (for polygon numbers 2002000 ~)

CONCLUSION :

GameGuru is a powerful engine that is changing rapidly and well
However there's a very big problems on the numbers of polygons that can be supported by the engine.
Create a simple game in the third person makes all the maps and having lots of lights and enemies reduced FPS to "3" ... What is very very low.

I think engine optimization should be a priority for its development
The goal is to be above 40 or 50 fps for a very rich environment.

I specify just that my computer is powerful enough to support Grand Theft Auto V UHD and the game runs at 60 fps (without falling fps ^^)

It is GameGuru problematic on some things to check:

- The numbers of polygons in a scene causes a large drop in FPS it will exceed 2 million polygons.
- Possible memory leak? Some variables can not be destroyed; because by analyzing correctly GameGuru I noticed that the RAM is steadily rising until the RAM is fully utilized causing slowdowns and displays very important issues.

Once the optimized engine GameGuru I think will be a master seat next to Unity or Unreal.
However there is still ^^

I heard the engine could switch from DarkBasic to C ++. This alone would solve more than half of all problems encountered ^^

Nevertheless I applaud the developers for this very impressive engine and you have my support continues to advance GameGuru and project the first position of the most simple game creation engine and the most beautiful

Thank you all for reading and good day !

Viva GameGuru !
PM
Tarkus1971
Audio Media Maker
9
Years of Service
User Offline
Joined: 24th Feb 2015
Location: England, UK
Posted: 18th Jun 2015 16:27
good test devcore, I too have noticed memory use increases after each test, I have to save map, then reload to get memory meter back to a low level. I am leaving out trees also until engine is optimised, and it is next on the agenda.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, AMD HD7870 gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit.
vrg
9
Years of Service
User Offline
Joined: 27th Aug 2014
Location: Netherlands
Posted: 18th Jun 2015 16:56 Edited at: 18th Jun 2015 16:58
Devcore35, Tarkus1971,

This is really a good test, I am having the same problem with both my computers, desktop and laptop. Creating a big level with a lot of entities, I also get a big framedrop. I was creating a level with the big Scifi blocks from Voodoo , only used a 20 pcs. of blocks I got a framedrop from 30 to 15 FPS.
The problem is the limitation of the levels you want to create, it is a pity because we have an huge environment and a great game creation system to create a big level so I hope the performance problem will be solved.

My specs:
Laptop Lenovo , AMD A10 -5750M 2.5 GHZ; Radeon HD 8650G+R5 M230 Dual graphics; 6 GB ram.......13-15 FPS

Desktop AMD Athlon 64 X2 dual core 5000+ ; NVIDIA Geforce GTX 550 Ti ; 4 GB ram.........16-18 FPS

Attachments

Login to view attachments
Timba
9
Years of Service
User Offline
Joined: 22nd Apr 2015
Location: Florida
Posted: 18th Jun 2015 17:01
Agree. I made a full 2 floor office building map but i had to put the project away until GG is better optimized because i would get 10-25 fps and that's without adding furniture for each of the offices and cubicles. I started a new project and i am now running into the same problem with a single floor house (3 bedroom, 3 baths, 1 large dinning room, and 1 large kitchen). All ran smooth until i started to add furniture and lights). The difference is that now is from mid 20fps to high 50fps which for now is OK.
ASUS MAXIMUS VII HERO | Intel Core i7 4790k | 16 GB RAM | EVGA GTX 980 SC | 120GB SSD(OS) | 512GB SSD(Programs) | 1TB WD Black(Backups) | EVGA SuperNova 1000W G1
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 18th Jun 2015 17:30
I keep saying it, performance needs looking at. After the last update slowing my projects even more I am using GG less and less of late. The new effects are okay, but just serve to slow stuff down even more. The next update is basically tweaks and fixes by the looks, right now I am interested in getting a project to run at 60 fps or at least in the 40+ range. Nothing else is of much interest now. All my current projects are on hold for more speed.


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 18th Jun 2015 17:39
https://www.game-guru.com/devblog/
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

MXS
Valued Member
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 18th Jun 2015 21:03 Edited at: 18th Jun 2015 21:10
I think Lee should take the engine from DBP to C++ now. I have done some reading up about this when he made dark gdk and there was a gdk vs dbpro compare. seem to me by adding in C++ does give a upper hand for speed and other things. but on other things MS is releasing window 10 for free which means most will have dx12 which means if this engine was made in dx11 most would not have to worry about being left behind. I know that does not matter now but being gear for a feature product would leave less mess of problems. it also seem open GL would been the way to go for the engine if we wanted cross platform but even this would take some time to do for the engine. in my research I found that dx11 is better in some way of speed. all in all I guess there is no easy or perfect way to make a game engine I just hope the c++ idea will give the engine more speed and less problems. by doing this as well maybe be the start of multiple core support as well better AI.

but one side note on this is I don't think laptops are going to be the best thing to put this to the test . not even the best laptop graphic card will be good enough. laptop to me are like hand held version of a console but will not be as powerful as the next gen console. but we will see how far this C++ switch will take guru.
more than what meets the eye.Welcome to SciFi Summer

Windows 7 home premium 64bit gtx770 sc acx 2gb gpu boost 2.0

3com
9
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 18th Jun 2015 22:20
About: Quicker Way To Get Your Store Stuff

I would add something. I know the items are A-Z sorted and this is nice, but it is possible putting up all the stock items like purshase ones, this may help to separate stock items from custom ones.
Also I know there is the "User folder", but I've many items out of this folder, sometimes I tried to pass those items to User folder, but all my maps crashed, because the paths has changed, and yes I know it is my fault, and it is at my end.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 8.1 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
Jerry Tremble
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 19th Jun 2015 01:33
Quote: "- Trees : 15 fps
- Trees + Grass : 12 fps
- Trees + Grass + Montain : 12 fps
- Trees + Grass + Montain + 100 characters : 9 fps
- Trees + Grass + Montain + 100 characters + 50 lightmaps : 9 fps"



Yeah, this last update made my framerate really take a dump. How many trees do you have in your level, btw? They can be killers when it comes to fps, especially the animated ones, which happen to be a lot of them! 100 characters (+50 lightmaps?) barely made a dent in your frame rate. That in it's own right is amazing, considering how much the AI usually taxes things.
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
nuncio
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 28th Jan 2015
Location: Schleswig Holstein, Germany
Posted: 19th Jun 2015 09:51
Quote: "Agree. I made a full 2 floor office building map but i had to put the project away until GG is better optimized because i would get 10-25 fps and that's without adding furniture for each of the offices and cubicles."

this is the reason why i got a finished game with some levels that cannot be played
i have many maps i put to the side until GG is more powerful. in my opinion the performance is the only real problem that bothers me about game guru.
right now i'm about to build a huge basement area and i see the same problem coming up again. i'm not even half way finished and i have problems in the editor scrolling... looks like a slideshow.
http://www.nuncio-rap.de
intel core i5-3570K CPU @ 3.40GHz; 8GB RAM // NVIDIA GeForce GTX560Ti
Devcore35
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 5th Aug 2014
Location: Rouen (76) - France
Posted: 19th Jun 2015 10:08 Edited at: 19th Jun 2015 10:09
Hello,

Thank you Pirate Mike for the information I had not seen the latest post developer and I am pleased that the engine performance is the next search

For the tests I have put over 5000 trees (more) I did not count; I've placed everywhere (with the Spray Mode) by bringing as much as possible (and it is well animated trees).

What's nice is that even if we add many lightmaps motor show that lightmaps around the player which does not slowed more FPS and that's great

MXS is also right about it will never be possible to make a perfect engine. Even CryEngine or Unreal and Unity are all good engines as well but they are not perfect. Already it is sure that if we pass GameGuru with the following options, ACB / PBS, DX11 or DX12, C ++ / ASM / LUA and so on, and solve its many FPS loss problem.

For me GameGuru is almost already perfect: new options "post effect" are just fabulous! When well set the "post effect" I can almost graphic quality near the Rage Engine (Engine used in Grand Theft Auto). Indeed blur in the distance and the new bloom really gives fabulous graphics!
I really like the new GameGuru and I'm looking forward to the performance improvements; I am even ready to pay again an update to reward developers GameGuru ^^
For if the engine soon no longer lose too many FPS on very large areas I am ready to buy the update ^^

Anyway TheGameCreators you made a great job! And I also thank the community that formed on his forum for you are all awesome!
I also love listening to TheGameCreators and the community because thanks to you GameGuru super fast advance

I also know that we need to be patient because it's very complex optimization of an engine especially if it has to be partly rewritten in C ++.
Good luck TGC !
PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 19th Jun 2015 11:27
For performance improvement , would be good to be able to increase/decrease terrain size. The Terrain kills FPS
Wolf
Forum Support
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 19th Jun 2015 12:02
I agree! What should run like a fox on my godly white toshiba has 24 fps

I'm however confident that Lee and gang will either fix the issue or severly improve upon it.



-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"
nuncio
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 28th Jan 2015
Location: Schleswig Holstein, Germany
Posted: 19th Jun 2015 12:24
about the terrain size: when you testgame and press tab/tab you have a slider called "terrain size" is that what you mean??
performance:
in the news i could read that performance will be the next task to take on but it won't happen in the next update(s). i'm already happy that this is on the list. yes of course, you know, i'm not a specialist on coding and programming at all but i can guess that this is a bigger change than just adding a few more effects or characters to the stock media. but i'm glad they put it on the list.
http://www.nuncio-rap.de
intel core i5-3570K CPU @ 3.40GHz; 8GB RAM // NVIDIA GeForce GTX560Ti
Polaraul
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 30th Jan 2014
Location:
Posted: 19th Jun 2015 12:40
For me the last update killed the program. I see a significant slow down in most of the test maps that came with the program, and I have to turn bloom off to get rid of the soft blur effect that now appears. The next update seems to be minor cosmetic improvements, and reading between the lines, I really can't see the core engine performance getting any better for many months to come.

On a side note, is there anyway to revert GG back to a previous version?
PM
Polaraul
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 30th Jan 2014
Location:
Posted: 19th Jun 2015 12:43
@nuncio
Quote: "this is the reason why i got a finished game with some levels that cannot be played"


It is good to hear that you have a finished game. I was just curious though as to how you have dealt with the lack of save and load routines for the user.
PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 19th Jun 2015 12:54
@nuncio - when in test game mode I noticed adjusting the terrain size to 0 doesn't really increase FPS as excess terrain that I don't want/need is still present, what would be could if terrain could be added/removed as we wanted rather than having the large default terrain area that won't get used. USers should be able to adjust the physical size.
nuncio
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 28th Jan 2015
Location: Schleswig Holstein, Germany
Posted: 19th Jun 2015 13:28
Quote: "It is good to hear that you have a finished game. I was just curious though as to how you have dealt with the lack of save and load routines for the user."

yes, this is annoying but i tried to build my maps around these kinda problems. my maps are now like little episodes, everywhere you start from scratch with no weapons or just a dagger etc. being not able to save makes the game more challenging but if it were possible i would have done it

Quote: "@nuncio - when in test game mode I noticed adjusting the terrain size to 0 doesn't really increase FPS as excess terrain that I don't want/need is still present, what would be could if terrain could be added/removed as we wanted rather than having the large default terrain area that won't get used. USers should be able to adjust the physical size."
ok. i have never used that slider. but i think there is an obtion to disable the terrain completely when you have a map thats inside and uses no sky no water and no ground. i forgot, it's one of the F keys. when you start test game you see the key in the preview. maybe this is helping?! i never made a map that's completely inside so i can't tell you anything about it.

we really need to get more / better performance in game guru! it uses just one core. so having multiple cores in your machine doesn't bring you far.

problems like not being able to save or take your health, weapons, ammo to the next level are annoying but the performance is my bigges issue.
http://www.nuncio-rap.de
intel core i5-3570K CPU @ 3.40GHz; 8GB RAM // NVIDIA GeForce GTX560Ti

Login to post a reply

Server time is: 2024-05-07 20:26:31
Your offset time is: 2024-05-07 20:26:31