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Thread: SFML bindings

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  1. #1
    Quote Originally Posted by turrican View Post
    Great! I'm interested on your engine. Where can I find it?

    And how perfomance is? Comparable with ZenGL?
    It's rather gameloop with some features I will post it later.

    Benchmark with similar scene (maybe not entirely accurate) with VSync off:
    ZenGL:
    20 000 sprites = 55 FPS
    30 000 sprites = 38 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    SFML:
    20 000 sprites = 59 FPS
    30 000 sprites = 40 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    So rendering is +- same but SFML doesn't use sprite batching.

    CPU (1 Core) with 20 000 sprites:
    with 5-7% CPU load (VSync on)
    with 7,5 - 12,2% CPU load (VSync on) or 14 - 17% with limiter( sfRenderWindow_setFramerateLimit( Window, 60 );

    Hardware: CPU Xeon 1231v3 (i7) 3.4GHz, GPU old AMD 6950

    I don't know what causes bigger CPU load in SFML test. Maybe using external dll?

  2. #2
    Quote Originally Posted by JC_ View Post
    It's rather gameloop with some features I will post it later.

    Benchmark with similar scene (maybe not entirely accurate) with VSync off:
    ZenGL:
    20 000 sprites = 55 FPS
    30 000 sprites = 38 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    SFML:
    20 000 sprites = 59 FPS
    30 000 sprites = 40 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    So rendering is +- same but SFML doesn't use sprite batching.

    CPU (1 Core) with 20 000 sprites:
    with 5-7% CPU load (VSync on)
    with 7,5 - 12,2% CPU load (VSync on) or 14 - 17% with limiter( sfRenderWindow_setFramerateLimit( Window, 60 );

    Hardware: CPU Xeon 1231v3 (i7) 3.4GHz, GPU old AMD 6950

    I don't know what causes bigger CPU load in SFML test. Maybe using external dll?
    Cool perfomance! Is your Wrapper multi-os-arch?

    High CPU usage In most of cases is OpenGL driver implementation (FullScreen for example).

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