"SpriteBatch" work slow with big image(64x64 and >) (Mobile intel 965 Express)

Issue #533 resolved
Antonio Moder
created an issue

Accelerator in Use: Mobile Intel(R) 965 Express Chipset Family

Driver Version:

Operating System: Windows XP* Professional, Service Pack 3 (5.1.2600)

Image size = 64x64 FPS with SpriteBatch == FPS without SpriteBatch What's the use?

... Later ...

Oh, i understand this finally. And I made an example "spriteBatchExampleCorrect".

Comments (15)

  1. Alex Szpakowski

    You are drawing 10,000 overlapping sprites on the screen at once. Because the sprites use color blending, your GPU probably has to output a pixel for every single texel on every single sprite, regardless of whether it's visible in the final output or not.

    Because of overdraw and blending, your GPU is processing up to 40,960,000 output pixels per frame, even though the screen size is only 480,000 pixels (that's a factor of 85x more pixels.) This is not a problem with spritebatches, it's a problem with what you're using them for. ;)

  2. Alex Szpakowski

    Well no, it's relatively slow on my video card too. It's slow because you're doing something video cards are not really great at doing, but there's actually no reason to be drawing so many images on top of each other (the vast majority of them aren't visible at all), so this test case doesn't really test something that should happen in a game.

  3. Log in to comment