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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
I have written an alternative to the wgl bitmapped font.
To compare the output quality and rendering speed i have
implemented a standard wgl bitmapped font demo and also
a custom font demo (which uses a custom font texture).
Both versions render the characters 'a' through 'z' and also
display the current rendering speed (frames per second).
On average my version renders a 50 character string 10
percent faster than the standard wgl version.
This has been tested on a stock pentium 4 with winxp2
Note that some video cards limit the maximum refresh rate.
Ex: If both versions run at 60 fps, then its being clamped.
I can give information about how to view the font image
if you would like to view the characters in the file.
As always, any comments are greatly appreciated.


Description: Latest Version
Download
Filename: myfont.zip
Filesize: 32.81 KB
Downloaded: 134 Time(s)


_________________
Coding a 3D game engine with fasm is like trying to eat an elephant,
you just have to keep focused and take it one 'byte' at a time.


Last edited by bitshifter on 25 Jan 2010, 20:48; edited 4 times in total
Post 01 Mar 2009, 22:06
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Madis731



Joined: 25 Sep 2003
Posts: 2141
Location: Estonia
Madis731
The myfont file can be opened RAW: 256x128x8bit. You can use IrfanView or HexEd or whatever Smile

Amazing how bitmap fonts can be optimized Razz 58.4% better for me 231 vs. 366 FPS
Post 01 Mar 2009, 22:41
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Tomasz Grysztar
Assembly Artist


Joined: 16 Jun 2003
Posts: 7709
Location: Kraków, Poland
Tomasz Grysztar
For me it's 4577 vs. 6011.
Post 01 Mar 2009, 22:49
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4633
Location: Argentina
LocoDelAssembly
I suppose I'm the first in reporting a clamped result Smile

85 fps vs. 85 fps (my refresh rate is 85 Hz).
Post 02 Mar 2009, 00:39
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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
Madis731: You're right on the money with that one!
I use photoshop to play with the images.

Obviously my pc is junk since im getting 110/120.
Also my stock celeron 345 shows the same result.
I spend all my time optimizing just to keep up Sad
Post 02 Mar 2009, 01:28
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Madis731



Joined: 25 Sep 2003
Posts: 2141
Location: Estonia
Madis731
btw, my laptop has X3100 graphics - I think I should also try a discrete one, like Thomasz did...
Post 02 Mar 2009, 06:06
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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
Hey Tomasz, what are you running to get those kind of numbers?
Is this some kind of alien technology?

Anyway, i think i will add this new font code to my fps camera demo so people can see what kind of framerates it renders for them.

Find latest version here...
http://board.flatassembler.net/topic.php?t=9262

_________________
Coding a 3D game engine with fasm is like trying to eat an elephant,
you just have to keep focused and take it one 'byte' at a time.
Post 10 Apr 2009, 11:04
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Madis731



Joined: 25 Sep 2003
Posts: 2141
Location: Estonia
Madis731
Interesting results:
1) I couldn't agree that the video card was to be blamed (for the FPS clamp) so I headed for the Control Panel:
http://nap.koduleht.net/Madis/cache/VSyncOff.png
2) Your framerate seems to be CPU-limited so actually this example shows CPU-optimization:
myfont.exe :: 4570
wglfont.exe :: 5970

I did some further testing and when I modified your image to use only upto symbol 'N', I discovered the FPS went up to ~5000. I'm not sure what calculations are the toughest, but I'm still very limited to CPU (always at 100%). What if we could batch this font on 2048x1536 screen. 128*96 characters would be 12288 altogether. If that were a GPU task, we would see a heavy drop in the CPU-usage.

Its a GTX 260 (the newest generation) and its a Server 2008 x64 OS with Core i7 920 CPU @ 2.66GHz.

Maybe they updated the GPU?
Maybe they updated the OpenGL? (Or just their font?)
Post 11 Apr 2009, 10:04
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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
Hi Madis731
Interesting results indeed.
It seems opengl may have finally optimized the bitmap rasterizer.
This means im gonna have to re-open my bag of tricks and rethink them.
Anyone else is welcome to post their results here...

_________________
Coding a 3D game engine with fasm is like trying to eat an elephant,
you just have to keep focused and take it one 'byte' at a time.
Post 11 Apr 2009, 10:31
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DJ Mauretto



Joined: 14 Mar 2007
Posts: 464
Location: Rome,Italy
DJ Mauretto
myfont.exe 77 frames per second
wglfont.exe 108 frames per second
P4 2.66GHZ , XP PRO, ATI Radeon 9600 PRO Razz

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Nil Volentibus Arduum Razz
Post 11 Apr 2009, 10:56
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Dex4u



Joined: 08 Feb 2005
Posts: 1601
Location: web
Dex4u
On my
Quote:

Vendor: ‎AuthenticAMD

Model name: ‎AMD Duron(tm)

Cpuid family: ‎6

Model: ‎7

Model stepping: ‎0

Performances
Frequency (MHz): ‎1102.623

Cache size: ‎64 KB

I am only getting 9-10 fps on both demos Sad .
Post 11 Apr 2009, 18:57
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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
Hey Dex, you didnt run them in the zip did you?

I just ran it on my mom's pc and got 18fps on both demo's. Crying or Very sad
Quote:
INTEL(R) GRAPHICS REPORT
Operating System: Windows NT* 5.1.2600
Physical Memory: 126 MB
Processor: x86 family 6 Model 8 Stepping 10
Processor Speed: 897 MHZ
Accelerator In Use: Intel(R) 82810 Graphics Controller
Current Graphics Mode: 1024 by 768 True Color (75 Hz)

_________________
Coding a 3D game engine with fasm is like trying to eat an elephant,
you just have to keep focused and take it one 'byte' at a time.
Post 11 Apr 2009, 19:49
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Dex4u



Joined: 08 Feb 2005
Posts: 1601
Location: web
Dex4u
No, i unzipped them first then run the programs
Post 12 Apr 2009, 01:48
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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
I have fixed a bug in my code and uploaded a new version.
Post 25 Jan 2010, 20:49
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