There's still more things to improve, one of them would just be replacing the old-GUI screens with modern UI versions as they render more optimally anyway.
Comm's screen and the F2-sector/system/galaxy views need rewriting.
Then it's text rendering optimisations, that stuff is very inefficient.
FluffyFreak wrote:There's still more things to improve, one of them would just be replacing the old-GUI screens with modern UI versions as they render more optimally anyway.
Comm's screen and the F2-sector/system/galaxy views need rewriting.
I'm starting to fiddle with these a little again now. No promises, but its more than I've been doing for a while!
Then it's text rendering optimisations, that stuff is very inefficient.
What in particular? The actual render performance should be pretty quick. From memory the next best optimisations were to push the geometry out to the GPU and/or render UI widgets to textures, so we're not redrawing detail all the time, just blitting quads.
I'm getting 3 frames per second with pioneer-20150101-win32 :(
at Barnard's Star, even when detail turned down and in space not looking at the space station - great station though! :)
Last time I had a go was early December - had a very good frame rate.
Windows 7 64 bit
Intel Core i7 CPU 3.07 GHz
6 GB RAM
AMD Radeon HD 6900 with 2 GB
It'll be up in a couple of hours. I was waiting until I could get the precompiled models in, but I'm still having a few problems so I'm building now and will keep trying.
Any luck with the optimisations? (the version I'm working on for the JSON save/load runs at 3 frames per second).
The game also takes about 15 minutes to start (spends ages at "evolution of the universe: 8.2 billion years") - not sure if this is due to running in 'debug' mode?