Problem with perfs.

Software: Away3D 4.x

VisitorG, Newbie
Posted: 17 October 2011 01:45 PM   Total Posts: 1

Hi,

So I started my first Broomstick project, hoping I would get wonderful perfs, but what I get is an application slow to initiate and heavy on the CPU.

I guess the initialization problem is mine.
I use a lot of textures and I guess it takes some time to upload to the graphic card.
Is there a way to do it asynchronously, thow?
Because before my scene first render, my whole browser is frozen.


What worries me most is that I get a CPU peak at 25% (I have an i5 with 4GO and a Mobility Radeon ) for less than 20000 polygons, without anything changing on the scene, and while (I have checked, DirectX used for rendering) hardware acceleration works fine?

At the Max demo for the Car game, the CPU was at 0.
What am I doing wrong?
What are the common mistakes?

Thanks in advance for your advices.

   

Avatar
theMightyAtom, Sr. Member
Posted: 17 October 2011 04:07 PM   Total Posts: 669   [ # 1 ]

Best thing to do is post a link. That way others can give you their performance stats and you can narrow down whether it’s your project or your machine that’s causing the bottleneck. The mistake we see most is not specifying wmode=direct in HTML.
The next biggest issue is the number of polygons/textures in your scene.
David Lenearts wrote from articles about building scenes for maximum performance, well worth a read.
http://www.derschmale.com/2011/07/25/building-efficient-content-in-away3d-4-0-sharing-materials-geometries/

Good Luck!

   
   

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