2007-11-07
(+) Current time counter added to test mode.
(+) Forum posts from in-game submission are linked to beatmap database.
(*) Huge optimisations in sprite management (CPU load).
(*) Small optimisations in GPU drawing calls. Unfortunately it seems like I'm hitting a fill-rate limit with starbursts during gameplay. Can people who get lag with this effect please report it?
(*) Scratch that. Did some optimising on star-bursts and now maintain a constant 60fps on my nvidia card. Lets see how this goes.
(*) Combo fire effect capped at a lower maximum height. It looks better this way.
They say "don't optimise until its broked". I say don't optimise until someone complains. Ivalset was whinging about fps drop with the star-burst effect last night, so I set out to fix this problem tonight. After about 5 hours of code changes and research into d3d calls, I managed to cut over 50% of the cpu time required for the sprite rendering loop, and reduced shader loads quite significantly. Hopefully some of you with lower-end PCs will feel this change more than I do, making it worth the effort I put into it. Should be up public tomorrow sometime.
Also made a bit of progress on beatmap submission. Now I can hit the submit button and my osz/osu files will upload, and a post with a template header will be submitted to the forums. All that is left is to add support for editing/bumping posts which have an update since the initial beatmap version. This will not require a reupload of the osz file as I'll handle this with server-side zipping of new files inside the old osz (unless something like video gets added.. but there will be a prompt for reuploading the osz file too).
Oh wow, its 4am too. *misses sleep*
(+) Current time counter added to test mode.
(+) Forum posts from in-game submission are linked to beatmap database.
(*) Huge optimisations in sprite management (CPU load).
(*) Small optimisations in GPU drawing calls. Unfortunately it seems like I'm hitting a fill-rate limit with starbursts during gameplay. Can people who get lag with this effect please report it?
(*) Scratch that. Did some optimising on star-bursts and now maintain a constant 60fps on my nvidia card. Lets see how this goes.
(*) Combo fire effect capped at a lower maximum height. It looks better this way.
They say "don't optimise until its broked". I say don't optimise until someone complains. Ivalset was whinging about fps drop with the star-burst effect last night, so I set out to fix this problem tonight. After about 5 hours of code changes and research into d3d calls, I managed to cut over 50% of the cpu time required for the sprite rendering loop, and reduced shader loads quite significantly. Hopefully some of you with lower-end PCs will feel this change more than I do, making it worth the effort I put into it. Should be up public tomorrow sometime.
Also made a bit of progress on beatmap submission. Now I can hit the submit button and my osz/osu files will upload, and a post with a template header will be submitted to the forums. All that is left is to add support for editing/bumping posts which have an update since the initial beatmap version. This will not require a reupload of the osz file as I'll handle this with server-side zipping of new files inside the old osz (unless something like video gets added.. but there will be a prompt for reuploading the osz file too).
Oh wow, its 4am too. *misses sleep*