Comments (7)
Can you show demonstrable performance gains in real usages, not in the "spam every font awesome icon that exists" test scene?
I'm not necessarily rejecting this but using the absolute worst case to argue that this gives "significant" perf gains seems like a stretch.
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Probably bad wording from my side, that's for sure, but I've never said that this will be a game changer or anything.
I understand that since this won't have a huge impact on the game it's automatically low-priority, but if it can be improved - why not?
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Again, not rejecting this. Just wanting to find out how real the perf gains are to properly prioritise fixing this.
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This is probably the best it's gonna get.
master | proposal |
---|---|
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Performance gain is nice, but why aren't the icons sized the same on both? It's not just proportional upscaling, they're clearly stretched on the second screenshot.
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Performance gain is nice, but why aren't the icons sized the same on both? It's not just proportional upscaling, they're clearly stretched on the second screenshot.
As said in the OP
(ignore icons aspect ratios for now, didn't want to spend much time in case this is not-needed/not an huge issue)
FillMode.Fit
math isn't there yet
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Please don't use screenshots of frame rates at single frames to compare performance. At very least, show a frame graph with full history showing sustained benefits.
Or better, make a test scene and don't include the whole of song select in the background. Or use the framework icon test scene.
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Related Issues (20)
- Investigate receiving input without using window event flow HOT 2
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- Periodic AccessViolation somewhere in BASS HOT 1
- Allow custom clear color for the window background HOT 5
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- Implement `CADisplayLink` on macOS for potentially better frame timing HOT 1
- Masking sub-tree creation can be avoided with relative ease HOT 3
- Consider using `WS_EX_NOREDIRECTIONBITMAP` HOT 1
- Flickering on fullscreen Vulkan (AMD gpu, Windows)
- SDL3: Segfault on wayland backend HOT 5
- System.AccessViolationException when reloading `TestSceneTextureUploadPerformance` on vulkan HOT 1
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- AddFont() Method can't find my font. HOT 5
- Border smoothness is lost on Android devices HOT 1
- Vulkan renderer causes the game to crash after getting to results screen HOT 2
- Fixing windows ink tablet events on SDL3 HOT 1
- Hard crash on Android due to conflicting linux and android SDL3 libs HOT 1
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