Powder toy is slow on my retina macbook

  • coenmcj
    1st Mar 2013 Member 0 Permalink

    Only 50 MB?.. Then it must be an issue of efficiency, as my computers seem to lack the ability to run it over 20 frames when I'm running an intensive simulation.

  • me4502
    1st Mar 2013 Member 0 Permalink
    @coenmcj (View Post)

    Amount of used ram has nothing to do with FPS. FPS is completely tied with the GPU & CPU.
  • barts0924
    1st Mar 2013 Member 0 Permalink

    In order to run TPT fast:

    1). You should have a fast processor (don't care how many cores just the speed of a single core remember that TPT is running on a single core)

     

    2). If you are running at 55-65 fps try setting the fps cap higher for more speed

     

    TPT dont care about:

    1). How much ram do you have (as @jacob1 (View Post) said) TPT runs on only 2 threads on for something and something and it only uses 50 MB and 100+ MB when its leaking

     

    2). Your GPU (TPT does not use the graphics card)

     

     

     

    I dont know if ram speed is a factor. Maybe yes, maybe no?

  • exnihilodub
    7th Aug 2015 Member 1 Permalink

    right click the application and select "run in low-res mode". so it runs in a normal resolution instead of having multiplication per pixel for retina.

     

    *edit: goes from 10 fps to 46 on my side

    Edited once by exnihilodub. Last: 7th Aug 2015
  • ChargedCreeper
    7th Aug 2015 Member 0 Permalink

    exnihilodub:

    right click the application and select "run in low-res mode". so it runs in a normal resolution instead of having multiplication per pixel for retina.

     

    *edit: goes from 10 fps to 46 on my side

     

    I have a Surface Pro 3, and its screen is very high resolution and such lag has never been an issue on that... and what do you mean multiplication per pixel? Scaling? Scaling should not be causing that much lag.

  • oldmud0
    7th Aug 2015 Member 0 Permalink

    I thought large screen mode was just 2x nearest neighbor filtering applied after rendering everything else? Nothing I'd consider compute-intensive. In fact resizing is supposed to be hardware accelerated.. Maybe that's the problem, that the software renderer is being used instead?

    Edited once by oldmud0. Last: 7th Aug 2015
  • jacob1
    7th Aug 2015 Developer 0 Permalink
    @exnihilodub (View Post)
    Cool if that works, I wonder if we could do that by default ... I don't have a retina screen to test on though. Does that make the window any smaller or have any other graphical effects on the game?

    @oldmud0 (View Post)
    Actually it just draws every pixel 4 times, nothing fancy. Double size mode has about a .5 fps cost.