On 13 juin, 02:58, Joe Wreschnig <[email protected]> wrote: > On Sat, Jun 12, 2010 at 5:56 PM, Joe Wreschnig <[email protected]> > wrote: > > On Sat, Jun 12, 2010 at 10:02 AM, caribou <[email protected]> wrote: > >> Hello, > > >> I'm having some issues with the dispatcher. That happened on my > >> application while i was trying to dispatch something like 15 events > >> every 1/20s, my fps went from 40 fps to 10fps with freezes. > > >> I tried to reproduce the problem on a small piece of code (see below) > >> and dispatching 200 events per 1/20s makes my fps goes from 90fps to > >> 10fps. > > > In the code you posted, you're dispatching 200 events to 200 objects > > per 1/30 seconds, or 1,200,000 dispatches per frame. That's just too > > many. > > Er, 1,200,000 dispatches per second, or 40,000 per frame. Which is > still too many. (By comparison, a no-op call takes about 0.5usec, > meaning 60% of that second is spent just calling and returning, not > doing any real work.)
Well, that's a lot to dispatch indeed ! Ok so this example is useless, sorry, but what about 6750 dispatches per second (which what's occuring in my game when you dispatch 15 events to 15 objects). When dispatching by browsing a dictionary containing my objects that's a lot better, what makes the pyglet dispatcher slower ? -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
