Thursday, April 28, 2011

DirectQ Update - 28th April 2011

Been reworking some of the surface refresh code and have now got back the additional speed that I'd lost yesterday. Yesterday's code was nonetheless somewhat faster than before, but today's is much faster.

Some more relatively minor things to try out before I call this one a wrap; at least for now. Ultimately there is one huge inefficiency in the code, which is filling a dynamic vertex buffer for surfaces each frame. There are various ways and means of addressing this, but they require a heavier reworking of the surface refresh than I'm prepared to undertake right now, so they're going to have to wait. The current work is more in terms of addressing CPU-side bottlenecks; specifically the building of lots of large intermediate tables.

I'm hoping to get this finally released over the next few days, so watch this space.

0 comments: