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Old 12-20-2009, 10:50 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by 12171217 View Post
I fail to see how rendering 3 quad polygons (Head, body, shield) with 32x32 textures for each player creates so much slowdown, as there's some pretty intense 3D games on the iPhone with 128x128 and 256x256 textures and 1000 poly character models, and they don't drop beyond 30 FPS.

It's CPU stress, is what it is, unless it's the amount of textures that have to be bound, since nearly every player has a different head/shield/body combo and it has to swap textures all the time.. I remember how some of my stuff ran on the PSP when it would render the world from in a nearly random order, and the performance increase I got when I sorted the world by texture.. Unfortunately, Graal can't do anything like that because of the sheer amount of different heads and bodies.

Nonetheless, I doubt it's that, and it's still probably CPU stress. GS2 isn't horribly efficient, you know.
Exactly. It has to process the data of 9 levels(including all the NPC scripts and player data).
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