The Dink Network

DinkHD v1.8.9 - Android Performance Very Bad With Large Sprites

Dink Smallwood HD

October 30th 2017, 07:09 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I've been playing DinkHD on Android for a little bit, and for the most part it works out better than I would have expected. I really dislike touch controls, but it isn't too big of a deal.

However, if a D-Mod uses large sprites, the game slows down significantly. The on-screen GPS counter says it is rendering around 11-30 FPS, but it's really around 2-5 FPS.

I've seen this in two separate D-Mods:

Bloop's Purpoise, when getting the purple pearl.

THE LAST QUEST PART 1, when entering the cave with the lantern.

If I turn off 'Improved Shadows', The Last Quest Part 1 runs at full speed, but Bloop still runs pretty slow. The large graphic in Bloop is a 24-bit bitmap, while The Last Quest probably uses a 256-color bitmap for the large lantern graphic.
October 31st 2017, 11:05 PM
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Seth
Peasant He/Him Japan
 
Hmm, this is going to depend on the exact phone hardware and graphics chip - if a high color bmp is used, the game automatically switches to a full 32 bit back buffer and rendering pipeline which is much more costly.

I've never seen any DMOD dip below 60 fps (with improved shadows on) on my LG G4 I use for testing (2015 android model) - but I didn't try those specific areas you mentioned (the purple perl, etc)

If we load more than the video memory can handle, it could cause texture swapping MID frame which would kill performance.