03-31-2005, 08:58 PM
A Beautiful accident! Weird, take a look..
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04-01-2005, 02:47 AM
Hey you learned 3D...nice!
Ummm...the wormholes were...interesting.... :o That beautiful accident..... :o .... :o it made my mind thrown into loops from seeing 1 pixel being shot around the screen at 500000 fps.... :o
i]"But...it was so beautifully done"[/i]
04-01-2005, 02:59 AM
Quote:Hey you learned 3D...nice! 3D? yeah, most of it, or enough to better under stand OGL.. might just learn all of it if I can... ... lil stuck on applying full 3d rots on x and y, (z seems fine).. my "A Beautiful Accident" was a revert attempt of that, still its my fav gfx demo yet!!!
04-01-2005, 05:47 AM
lol, i got another 500,000 fps on my computer with this code instead: (again making the input thing faster)
Code: declare sub exitthread() total fps was over 3,300,000
ttp://m0n573r.afraid.org/
Quote:quote: "<+whtiger> you... you don't know which way the earth spins?" ... see... stupidity leads to reverence, reverence to shakiness, shakiness to... the dark side...phear
04-03-2005, 12:05 AM
about that lookup table stuff... to keep it simple, this applies to anything from the pentium on (copied from "cache consciousness" by chris russ):
Quote:Try not to use Look Up Tables unless however, i don't think this applies to qb, because the code that qb generates is so awfully slow that it's still faster to use lookup tables. just my estimate.
04-03-2005, 01:48 AM
Well, that's not a QB program... it was a demo-thing that rattra made in FB. Lut's do still speed programs up though, even in C/C++. I mean, if you had a really old QB program, probably something that was coded before 1990, you would different kinds of lut's to make it run faster. Such as a lut to calculate the pixel position in a buffer when it only requires integer mul's to calculate. That would be a waste, and maybe even slower to look up. With the trig functions though... I haven't seen a program yet that doesn't run faster by looking those up.
04-03-2005, 02:00 AM
oh, i forgot for a moment that we were talking about an fb program. but...
Quote:With the trig functions though... I haven't seen a program yet that doesn't run faster by looking those up. the fpu has fsin/fcos instructions. i'd say using those can be faster than looking up data.
04-03-2005, 03:14 AM
But it hasn't been... that's the point of all of this. On every machine that has tried it there has been an amazing jump in the fps when lut have been used.
And doesn't it make sense? With the trig functions you have to (simplified) 1) look up the value of the variable 2) do the command (which I assume is either a truncated Taylor expansion or a lut with interpolation) on that value 3) use it But with a lut you 1) look up the value 2) use it The biggest step is gone. I read the paper and there are few items I am a little cautious about. There are a few details left out (how big is big for example). Theory is a great guide for experimenters, but it is always experimentation that shapes theory. In another example it maybe true that on chip trig will be faster but here we have to score one for the experimenters!
04-03-2005, 03:23 AM
:rotfl: lol, know Dr_D is calling me "Rattra", go figure, no worries, heh heh..
Um, Dimsheep, why not try it insted of talk bout it, put it to the test... it is open source BTW.. :wink:
04-03-2005, 10:06 AM
THe original code I got ~330K pixels per second (FPS), my version gets ~1.4M pixels per second (FPS).
With the pset lines commented in both, mine gets ~8.4M pixels per second and the original gets ~726K pixels per second. This should defeat any "LUTs are slower" arguement, especially since mine is huge (32K). Code: Option Explicit
Life is like a box of chocolates', hrm, WTF, no it isn't, more like, 'life is like a steaming pile of horse crap.'
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