lazerdix wrote:I'm no OpenGL expert, but I'm sure it has to do with the amount of data sent back and forth. The whole landscape is being constantly streamed on a connection that can't be any faster than your standard cable connection (unless jorb has a T1 and I'm just full of myself).
lazerdix wrote:Also: You are sending graphical assets in real time, yes? If that is a right assumption, I think a downloaded client (as opposed to one that streams) with all assets in place would be more efficient then one that loads on the fly. Just have them load from the harddrive when needed.
lazerdix wrote:Also the fact you're using java doesn't help. It's stupid hard to optimize to any computer, especially the hardware your common userbase probably has.
theTrav wrote:1 - GL tends to do better when it's rendering one or two large tiles rather than lots and lots of little ones.
Are you rendering the landscape onto a single large surface once and then just blitting that surface at different offsets a lot of times?
theTrav wrote:2 - Are you loading all your sprites into video memory as opposed to system ram? From memory there's a way to specify which is which and if you don't you get a lot of swapping between your ram and your video memory, which slows things down a lot.
theTrav wrote:3 - have you considered making your plants less random? Make 3/4 layout variations, load them all in as 3d objects or whatever and then just pick which one you're rendering rather than doing the layout calculations each render loop.
loftar wrote:I'm currently experimenting with an algorithm that packs the various sprite variations into the same texture (as is being done with tiles), so that OpenGL should have to swap less between different textures (and probably save a bit video memory). Let's see if it makes a difference.
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