I don't know what I'm talking about but I suspect turning on a full
screen anti-aliasing using multisampling techniques is the way to go
for anti-aliasing these days, rather than anti-aliasing each draw
operation.

I'll fire up your script later (on my tablet in bed right now) & see
if I have any other daft ideas. Sounds like you're interested in the
same sort of scenario as me (drawing many simple shapes)

On Dec 11, 7:31 pm, Steve <[email protected]> wrote:
> More information: I just changed my sprites so they have only one
> subgroup rather than two (they had been rotating two triangles in
> opposite directions using two groups, now it is just one rotating
> group). That gave me 40 FPS immediately without the extra lines for
> smoothing.
>
> Then I turned on psyco and got 280 FPS. Turning the extra lines back
> on takes it back down to 50 FPS.
>
> So it looks like most of the speed hit is happening because my group
> hierarchy is so large and Python just gets weighed down by it, and
> drawing a lot of anti-aliased lines is expensive. This is probably an
> acceptable speed for this game to run at, so I'll just try to simplify
> my sprites.
>
> If anyone has any ideas about speeding it up anyway, they are still
> welcome.

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