I am planning to use Godot to build games and machine learn AI's, but the graphics rendering is slowing it down too much to do train an AI. Would it be possible to temporarily take away the graphics to speed it up?
You can use Godot headless build or server build. Godot server is the Godot engine without graphics and sound (but can crash if you try to load an image or audio file).
Godot headless has graphics and audio modules but is meant to be executed on a terminal.
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I'm trying to do some profiling on my OpenGL ES code. Somewhere in my GPU pipeline (a shader I believe) is causing a huge delay. Which is the best profiler I can use? Is this one a good option? is there one I can use directly within Visual Studio?
If you have a GPU performance issue on IOS, the best is to use XCode tools to profile it directly on device, running the app from Xcode and then doing a frame capture to look at the timings for each draw call / the number of cycles used by each shader (more info here)
You can also profile on Windows if you are also able to simulate your graphics pipeline in classic OpenGL in your Windows version, but this may not be a good idea as the iPhone's GPU is very different than a classic desktop GPU so the bottleneck might not be the same on Windows than on IOS.
To profile on Windows I would suggest using either Nvidia PerfKit (if you have a Nvidia card) or AMD's GPU PerfStudio if you have an AMD card.
There is also RenderDoc which is a nice tool but not sure if it provides much profiling information (it is more for debugging graphics issues than profiling)
So, we've got a little graphical doohickey that needs to run in a server environment without a real video card. All it really needs is framebuffer objects and maybe some vector/font anti-aliasing. It will be slow, I know. It just needs to output single frames.
I see this post about how to force software rendering mode, but it seems to apply to machines that already have OpenGL enabled cards (like NVidia).
So, for fear of trying to install OpenGL on a machine three time zones away with a bunch of live production sites on it-- has anybody tried this and/or know how to "emulate" an OpenGL environment? Unfortunately our dev server HAS a video card, so I can't really show "what I've tried".
The relevant code is all in Cinder, but I think our actual OpenGL utilization is lightweight for this purpose.
This would run on windows server 2008 Standard
I see MS has a software implementation for OGL 1.1, but can't seem to find one for 2.0
Build/find some Mesa DLLs.
It will be slow.
I am to create an app with lots and lots of particle effects and I was planning to use cocos2d framework. But just recently, I came to know that particle systems can be created in ios5.
I like to know how the UIKit particle system performs when compared to cocos2d particle system.
Anyone tried and tested?
You can check out Dazzle (at https://github.com/lichtschlag/Dazzle), a test app I wrote to test the new iOS 5 particle effect APIs. Frame rates can get low (20 fps) if you spawn to many objects. I do not know how Cocos compares to that, but here is how to monitor the fps:
Build your app using the 'Profile' option, so that Instruments attaches to it.
Select 'Core Animation' Instrument (in the Graphics category). You will need an actual device for that.
Navigate to your particle code, Instruments will display the fps.
If you need to profile opengl code, use the appropriate instrument.
I wonder which software that is preferred to create image animations to use in iPhone development later on?
I have access to Adobe Flash, but are there any better programs?
Sincerely
Nicklas
I'm developing a cross-platform application and am not very familiar with the Mac platform. I use Qt for the GUI. I use a QGLWidget to make sure the drawing (with QPainter) is done in OpenGL.
My project built fine in XCode and runs. However, drawing is slow as hell, in situations where on Windows and Linux machines speed is not an issue. The Macbook has an Nvidia GPU, whereas the Windows machine has only onboard intel graphics.
When I look at the binary, it seems that while linking to QtOpenGL lib, it does not explicitely link to the GL lib itself.
How can I test if hardware acceleration is working or software fallback rendering is doing the job?
Shouldn't my binary link to the GL lib, or is this hidden as being a recursive dependency?
The best way to see what OpenGL implementation is using is to print the value of glGetString(GL_VENDOR) and glGetString(GL_RENDERER), this should help pinpoint the problem.