d700 fps

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Silverlight memory release (performance optimization)

1. msdn performance prompt: (1) The presentation Performance of the plug-in varies with the complexity of the specified host parameters and content. We recommend that youEnableframeratecounterSet property to true. Some settings in the browser status bar to display the rendered Silverlight contentFrames per second(FPS), so that you can fine-tune the application. The format of the frame rate counter is as follows: F

Use of the android game development framework libgdx (5)-stage and common UI

() {// todo auto-generated method stub} @ override public void render () {GDX. GL. glclear (gl10.gl _ color_buffer_bit); label. setwrappedtext ("FPS:" + GDX. graphics. getframespersecond (), halignment. center); stage. act (GDX. graphics. getdeltatime (); stage. draw () ;}@ override public void resize (INT width, int height) {// todo auto-generated method stub} @ override public void resume () {// todo auto-generated method stub }} Effect: Then

Cocos2d best practices Best Practices

; } - ( Void ) Tick : ( Cctime ) DT{ // Bla } - ( Void ) Tick2 : ( Cctime ) DT { // Bla } /*************************************** *******************/ // The following is a recommended method /*************************************** *******************/ // Why bad? // Why Not? Because you cannot make it stop automatically. - ( Void ) Onenter { [ Super onenter ] ; Timer1 = [ Nstimer Scheduledtimerwithtimeinterval : 1 /

Start from scratch-go deep into Android (theory-preparations before development-9. multimedia formats supported by Android)

specifications Table 2 lists the video encoding configuration files and parameters, as well as the playback example of the android media framework. In addition to these encoding parameters, the configuration file of the available video device can be used as a proxy for media playback. Check these File, you can use the camcorderprofile class, the API level must be 8. Table 2.Example of supported video encoding Parameters SD (low quality) SD (high quality) HD (all devices are i

Image processing-to-Error Diffusion-faster speed or better effect

application scenarios, it is possible to spread errors faster in real time;In this case, we can consider the error diffusion coefficient:* 10 1 0/2Even:* 1/1In this case, the error is transmitted to the right side, which is much simpler to implement: // Diffusion template Speed test://////////////////////////////////////// //////////////////////// Cvspic32to16_errordiffuse_fast 422.83 FPS//////////////////////////////////////// ////////////////////

An SDL example (II)-everything starts from main

the dashboard frame rate to 15 FPS* When there's no wobbling going on.** The 'dashframework' deal is about keeping* Pages in sync on a double buffered display.*/If (GS-> lives_wobble | GS-> score_wobble |(GS-> dashboard_time> 1.0/15.0 )){Dashframe = GS-> pe-> pages;GS-> dashboard_time = 0;}If (dashframe){-- Dashframe;Dashboard (GS );} /* Update sprites */If (GS-> refresh_screen){-- GS-> refresh_screen;Pig_refresh_all (GS-> PE );}ElsePig_refresh (GS->

Debugging performance with the instruments tool

the check box on the left to open it. The most useful of these are the following points: Detach by thread-this can be grouped by the executing thread. If the code is separated by multithreading, then it is possible to determine which thread is causing the problem. Hide System Library-can hide all of Apple's skeleton code to help us find which piece of code is causing the performance bottleneck. Since we cannot optimize the framework approach, this is useful for locating code that w

Brute Force (HeightMap) For Terrain Rendering

Triangle Num: 32768 FPS Environment: 6G-ddr3, i5-480m Brute Force not very userful for nowadays game, due to its poor fps. I'm a novice for terrain rendering, maybe the "levels" cocould increase the fps. How to do: Here is the principle and below is the code (yes, I use Ogre O >_ void createScene(){// load terrain mapif(myTerrain.LoadHeightMap("height.dat", TER

Performance Comparison Between pv3d and away3d

Because the project needs to use Flash to develop 3D animation, it reminds me of the several popular Flash 3D libraries that I never knew where to find PV3D and Away3D, it is said that PV3D has high performance but is not flexible. Away3D is flexible but has low performance. Performance is indeed a very important factor to consider, the performance of the two is poor, there is no ready-to-use answer on the Internet, so you can do it yourself. It took some time to run the successful PV3D and Away

Cocos2dx3.2helloword Analysis

Label: des style Io color ar OS for SP 废话不说 直接看注释 #include "AppDelegate.h"#include "HelloWorldScene.h"//USING_NS_CC == using namespace cocos2dUSING_NS_CC;//using namespace cocos2d//构造函数AppDelegate::AppDelegate() {}//析构函数AppDelegate::~AppDelegate() {}//程序初始化函数bool AppDelegate::applicationDidFinishLaunching() { // initialize director//获取设备 auto director = Director::getInstance();//取得OpenGL窗口 auto glview = director->getOpenGLView(); if(!glview) {//如果为空,则创建以" www.sundaboke.com"为窗口标题的窗

[Front-end performance] High-Performance rolling scroll and page rendering optimization, front-end scroll

is not a timer) Generally, rAF is called 60 times per second, that is, 1000/60. The trigger frequency is about 16.7 ms. (When performing complex operations, when it finds that it cannot maintain the 60 FPS frequency, it will reduce the frequency to 30 FPS to maintain the stability of the number of frames .) In short, using requestAnimationFrame to trigger a rolling event is equivalent to the above: Throttl

Opencv Study Notes

) cvgetcaptureproperty (capture, cv_cap_prop_frame_height );Int framew = (INT) cvgetcaptureproperty (capture, cv_cap_prop_frame_width );Int FPS = (INT) cvgetcaptureproperty (capture, cv_cap_prop_fps );Int numframes = (INT) cvgetcaptureproperty (capture, cv_cap_prop_frame_count ); // Obtain the frame chart information:Float posmsec = cvgetcaptureproperty (capture, cv_cap_prop_pos_msec );Int posframes = (INT) cvgetcaptureproperty (capture, cv_cap_prop

Performance standard two-legged walk: Preliminary Experience of ie9 Platform Preview

public release of ie9 does not support HTML5 GPU acceleration, Microsoft said it will be added in future versions. More Obvious performance benefits from 2D/3D HTML5 display AccelerationLet's take a look at a demonstration made by Microsoft using different browser logos.Program. IE8: the speed is only 1-2 FPS, but the image quality is very good. Safari 4.0.4: the speed of 2-3 FPS is

Directx11 tutorial (9) adds a timerclass class

Based on the code in the previous tutorial, we added a timerclass class. The function of this class is very simple, that is, it can calculate the time difference between two adjacent frames. This time difference can be used to achieve smooth animation, so that the animation will not be different from the FPs of different machines, so that the animation effect becomes faster or slower. We mainly use the queryperformancecounter function to query the cou

Implement geometry instancing in OpenGL

is of course the view matrix ). The rest of the main function creates a simple vertex-by-vertex diffuse illumination, which is the same as the work done by the fixed function pipeline. Do not scale the Matrix to avoid the problem of converting the normal to the world space. If you want this method to work normally in all circumstances, you need to calculate a normalized matrix for each instance and upload it to the shader. Performance Performance Evaluation In the following disince we compare t

Game Engine analysis (10)

. Changes and randomness are equally important-changes in behavior, and a certain degree of unpredictability within the scope of trust. " Game Rules and natural gamesIn all our descriptions about AI, we use FPS. There are more than one kind of AI. What we have described is processing a set of rules in the 3D world. AI is far more than that. Often the best AI is actually very simple. It is a set of rules that players must respond to and process respons

Game Engine analysis (I)

hardware uses polygon (triangles) of three vertices ). The next generation of nvidia and ATI graphics cards allow you to render in mathematical form (known as high-order surfaces), but since this is not the standard for all graphics cards, you cannot rely on it as a rendering strategy. From a computing point of view, this is usually expensive, but it is often the basis of new experimental technologies, such as surface rendering or softening of sharp edges of objects. We will further introduce t

HGE basic tutorial (1)

an image with the correct order of coverage. Now that we have Z-buffer, I have to overturn this theory. We have to first rendera and then renderb. Why? Because when you rendera renderb again, DirectX will judge by itself that there is already a in some places, so B does not need to draw anything in those places and skip it directly, what if it is a big image of two full screens? How much FPS is saved? This method is called the reverse painter algorit

Is gaming performance better on Linux than on windows?

that of the Windows platform. Phoronix reported that in a set of i7-3930K processor + GTX 680 graphics card platform, win7 SP System Using d3d rendering "Left 4 dead 2" game has FPS, however, in Linux, OpenGL rendering is 17% FPS, and the performance is higher. In Windows, OpenGL rendering is only FPS. In short, the Game Performance in Linux is better. This is o

Toshiba released a 1080p @ 60fps Image Sensor

PRNewswire: Toshiba released a new chip for the security/monitoring and automotive markets. It has a full-HD (1080 p) CMOS image sensor with a frame rate of 60 FPS, the pixel size is 2.7um and has a dynamic range of DB. It can achieve color noise reduction (CNR) Under Low Illumination ). The target market for the 1st/3 inch sensors of tcm3167pl is security/surveillance cameras and automotive systems. Toshiba achieves single screen, staggered lines,

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