I actually only intended to make my point once and not have to make any follow up points at all, but you obviously misunderstood so I clarified, I was not being argumentative, I was just saying something you didn't like or particularly want to read properly.
The first place to look for when errors occur is your own code, were your users, treat us professionally, so far you've assumed one of your users can't do basic control tests and then attacked another user for pointing it out, all unnecessary for you to do, and damaging
I would suggest since you admit you don't know what is happening, that you investigate using some simple metrics. Logic would suggest that since he is running on a 9600, ( IIRC you are running in a 9xxx class nvidia gpu no? ) that shaders are less likely to be at fault, but timers would improve this guess a lot.
A modified version of both codebases that printed out time overall would give a good indication of the differences in CPU usage, and if the results are promising you can fine-tune with more timers to figure out where to start looking.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Yay!
I'm sorry I wasn't more descriptive from the start, but I don't have the foggiest idea how to debug something like this. it wasn't till your post before this last one that I understood what you were looking for (otherwise I would have taken those screens the other day). Sorry for being so thick O_o
No, that's my fault, because I wasn't clear what I needed to know. It's a lot of code to look at, so this tells me what to focus on. I will try to make some time soonish and give you something new to test.
I got 75 fps with the two balls demo with ST, with settings: shadows 1, reflect+refract water, 2xAA, 1600x1200, PBO, reflective units, 3d trees, render detail: everything on highest.
too low ? I afraid that this was both just a demo and just 2 "units", I usually get down to 75 fps after at least 10 minutes, sometimes 15 into the game with those settings.
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