Flash performance Issue

Software: Away3D 4.x

Aloex666, Newbie
Posted: 22 March 2012 12:30 PM   Total Posts: 9

Hey people!

I’m currently writing my dissertation for my Bachelor of Arts or Science.
For this dissertation I compare Flash with Unity with a performance test. I used Away3D for the Flash applications and draw graphs.
Now I have results which are very strange.

Please take a look at the embed picture.
There you can see Unity make an smooth graph, while the Flash-Graph appears in a stairway.

Did anyone know why this happens? Is this why Flash clear the temporary RAM only if the limit reached?!

I need this for my analysis. So if anyone have an idea, please tell me smile

 

   

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Fabrice Closier, Administrator
Posted: 22 March 2012 12:40 PM   Total Posts: 1265   [ # 1 ]

It might be helpfull to provide some clues on what you call “performance test”...

   

Aloex666, Newbie
Posted: 22 March 2012 12:58 PM   Total Posts: 9   [ # 2 ]

My standard apllication works as follows:

Every 0,5 seconds I’m adding an Object (992 Polys or 5288 Polys..depends on the object i choose for the test) on the stage.
I automaticly add 17 in a horizontal row and 7 in a vertical row.
After this I multiply my z-coordinate so I can add as many objects in depth.

Every 25 objects I write the FPS and the object-count in the database to create these graphs.

I also append an defuse shader to the Objects an rotate them around the y-Axis to higher the activity of my processor and graphic card.


Further Information:
The only other things on my Stage are the camera-object and a pointlight.
The pointlight and the far clippingplane have an depth of 10.000 to render objects if there are more than 3000 on the stage.
I’ve activated mipmapping and 2x Antialaising.


If you need further information please tell me.

(sorry for my english^^)

   

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Ringo Blanken, Administrator
Posted: 22 March 2012 07:45 PM   Total Posts: 120   [ # 3 ]

Pasting the code might give us a inside and hopefully we able to help you out.

Cheers,
Ringo

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Freelancer: http://www.ringo.nl/en/
http://www.jiglibflash.com
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http://www.away3d.com

   

Aloex666, Newbie
Posted: 23 March 2012 12:06 AM   Total Posts: 9   [ # 4 ]

Its Not about the Code. I’ve checked The Code with my Supervisor(he’s a flash Guru) but When I Trey my Applications online These Graphs appears. So I wan’t to find Out why Flash rests on an specific FPS before its going down.

   

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Ringo Blanken, Administrator
Posted: 23 March 2012 08:15 AM   Total Posts: 120   [ # 5 ]

Flashguru doesn’t mean stage3d guru, anyway:)

It’s prob. due the fact that Unity automatically is batching as much as it can in one drawcall where you need to do it yourself in Away3D, hence why I asked about the code.

Try out the merge tools.

Good luck.
Ringo
http://www.ringo.nl/en/

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Freelancer: http://www.ringo.nl/en/
http://www.jiglibflash.com
http://www.awayphysics.com
http://www.away3d.com

   

Aloex666, Newbie
Posted: 23 March 2012 10:28 AM   Total Posts: 9   [ # 6 ]

I’ve deactivated batch rendering in Unity for my apps, so I think the apps are equal relating to rendering. That’s why I’m wondering.

But anyway, this graph were created before I equal my different programs. So that Unity is much better than Flash is not important at this point.
It just seems, that Flash try to save the data in the Graphical RAM until it reachs the limit and then cleared it, while Unity seems to make it in another way.
I’m not good at this hardware-things, so I thought anyone know about the process Flash saving the Data.
So I will know search for the different things of rendering, maybe I can conclude an explanation.

Till now: thank you very much!

   
   

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