Hey guys, so I'm currently working on a game in Processing 3 on my 2018 macbook pro. This game
involves drawing a lot of rectangles, and despite my best optimization efforts, the game suffers from
frame rates dropping to only 50% in some areas. Are there any techniques for cranking the
maximum amount of computing power out of Processing?
1 Like
there can not be one answer for this.
-a- to get more power out of your computer / cpu
https://processing.org/reference/thread_.html
might help
-b- to shift between speed and quality? test
https://processing.org/reference/noSmooth_.html
-c- main factor will be the
- renderer
- canvas size
you might play about this using
float rset=120, r;
int x = 0;
int w = 400;
int h = 200;
int grid=20, many = grid*grid;
boolean stressenable=true;
void settings() {
//size(w, h); // default use JAVA2D
// size(w, h,FX2D);
// size(w, h,P2D);
size(w, h,P3D);
}
void setup() {
frameRate(rset);
background(200, 200, 0);
numinfo();
sysinfo();
println("\nstresstest ( "+grid+"*"+grid+" = "+many+" ) points, [+][-] grid +-5" );
}
void draw() {
surface.setTitle("SYS INFO set "+rset+": "+ nf(r, 0, 1)+" FPS" );
if ( stressenable ) stress();
r = frameRate;
if ( r > 30 ) stroke(0, 200, 0);
else stroke(200, 0, 0);
line(x, height-2, x, height-2-r); // FPS graph
x++;
if ( x > width ) {
x = 0;
background(200, 200, 0);
}
}
void stress() {
push();
for ( int i=0; i<grid; i++) {
for ( int j=0; j<grid; j++) {
stroke(random(255), random(255), random(255) );
point(5+i, 5+j);
}
}
pop();
}
void sysinfo() {
println( "__SYS INFO :");
println( "System : " + System.getProperty("os.name") + " " + System.getProperty("os.version") );// + " " + System.getProperty("os.arch") );
println( "JAVA : " + System.getProperty("java.home") + " rev: " +javaVersionName);
//println( System.getProperty("java.class.path") );
//println( "\n" + isGL() + "\n" );
println( "OPENGL : VENDOR " + PGraphicsOpenGL.OPENGL_VENDOR+" RENDERER " + PGraphicsOpenGL.OPENGL_RENDERER+" VERSION " + PGraphicsOpenGL.OPENGL_VERSION+" GLSL_VERSION: " + PGraphicsOpenGL.GLSL_VERSION);
println( "user.home : " + System.getProperty("user.home") );
println( "user.dir : " + System.getProperty("user.dir") );
println( "user.name : " + System.getProperty("user.name") );
println( "sketchPath : " + sketchPath() );
println( "dataPath : " + dataPath("") );
println( "dataFile : " + dataFile("") );
println( "frameRate : target "+nf(rset, 0, 1)+" actual "+nf(r, 0, 1));
println( "canvas : width "+width+" height "+height+" pix "+(width*height));
}
void numinfo() {
println( "__NUM INFO :");
println( "byte "+Byte.SIZE+ " bit | min: "+Byte.MIN_VALUE+ "\t\t\t max: "+Byte.MAX_VALUE);
println( "short "+Short.SIZE+ " bit | min: "+Short.MIN_VALUE+ "\t\t\t max: "+Short.MAX_VALUE);
println( "int "+Integer.SIZE+" bit | min: "+Integer.MIN_VALUE+"\t\t max: " +Integer.MAX_VALUE);
println( "long "+Long.SIZE+ " bit | min: "+Long.MIN_VALUE+ "\t max: " +Long.MAX_VALUE);
println( "float "+Float.SIZE+ " bit | min: "+Float.MIN_VALUE+ "\t\t\t max: "+Float.MAX_VALUE);
println( "double "+Double.SIZE+ " bit | min: "+Double.MIN_VALUE+ "\t\t\t max: "+Double.MAX_VALUE);
}
void keyPressed() {
if ( key == 's' ) stressenable = ! stressenable;
if ( key == '+' ) {
grid +=5;
many = grid*grid;
println("stresstest ( "+grid+"*"+grid+" = "+many+" ) points" );
}
if ( key == '-' ) {
grid -=5;
many = grid*grid;
println("stresstest ( "+grid+"*"+grid+" = "+many+" ) points" );
}
}
-d- code optimization not means
- to get max out of your hardware,
- better get it usable even on budget systems.
( i can test it for you on my Raspberry Pi 3 )
2 Likes
Some other suggestions:
- Use
FX2D
/P2D
renderer modes. - Cache rasterisation (calls to
rect()
, etc.) intoPImage
objects. - Use PThreading (for multithreaded drawing).
4 Likes