Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user
Bumped by Community user

How to render many tiles fast if zoomed out? (nonogameMonogame/xna)

II'm currently trying to optimize my tileenginetile engine. I used monogame with the spritebatch first, but that doesn’t works well. I have read many, many articles how I could optimize my rendering code. 

I moved away from the normal spritebatch and used the vertexbuffer+indexbuffer stuff. Works very well, but not so good as I hoped. I have chunked my tilemap in 5050*50 large chunks and render each with his own vertexbuffer. Additional I check whether the chunk is in view and only render it then. But things are getting very bad if I zoom out.

Let’s say the map is 50050 large chunks and render each with his own vertexbuffer. Additional i check whether the chunk is in view and only render it then. But things getting very bad if I zoom out. Let’s say the map500 tiles where a tile is 50032500 tiles where a tile is 32*32px32px tall. Now I must render too many of the chunks to the same time. How can I fix that performance issue here?

I have attached a sample project if some one is interested in it. https://www.dropbox.com/s/2vbkng7ne6ey43e/TileEngineTestXnaMonoWpf.zip

How to render many tiles fast if zoomed out? (nonogame/xna)

I currently trying to optimize my tileengine. I used monogame with the spritebatch first, but that doesn’t works well. I have read many, many articles how I could optimize my rendering code. I moved away from the normal spritebatch and used the vertexbuffer+indexbuffer stuff. Works very well, but not so good as I hoped. I have chunked my tilemap in 5050 large chunks and render each with his own vertexbuffer. Additional i check whether the chunk is in view and only render it then. But things getting very bad if I zoom out. Let’s say the map is 500500 tiles where a tile is 32*32px tall. Now I must render too many of the chunks to the same time. How can I fix that performance issue here?

I have attached a sample project if some one is interested in it. https://www.dropbox.com/s/2vbkng7ne6ey43e/TileEngineTestXnaMonoWpf.zip

How to render many tiles fast if zoomed out? (Monogame/xna)

I'm currently trying to optimize my tile engine. I used monogame with the spritebatch first, but that doesn’t works well. I have read many articles how I could optimize my rendering code. 

I moved away from the normal spritebatch and used the vertexbuffer+indexbuffer stuff. Works very well, but not so good as I hoped. I have chunked my tilemap in 50*50 large chunks and render each with his own vertexbuffer. Additional I check whether the chunk is in view and only render it then. But things are getting very bad if I zoom out.

Let’s say the map is 500500 tiles where a tile is 3232px tall. Now I must render too many of the chunks to the same time. How can I fix that performance issue here?

I have attached a sample project if some one is interested in it. https://www.dropbox.com/s/2vbkng7ne6ey43e/TileEngineTestXnaMonoWpf.zip

Source Link

How to render many tiles fast if zoomed out? (nonogame/xna)

I currently trying to optimize my tileengine. I used monogame with the spritebatch first, but that doesn’t works well. I have read many, many articles how I could optimize my rendering code. I moved away from the normal spritebatch and used the vertexbuffer+indexbuffer stuff. Works very well, but not so good as I hoped. I have chunked my tilemap in 5050 large chunks and render each with his own vertexbuffer. Additional i check whether the chunk is in view and only render it then. But things getting very bad if I zoom out. Let’s say the map is 500500 tiles where a tile is 32*32px tall. Now I must render too many of the chunks to the same time. How can I fix that performance issue here?

I have attached a sample project if some one is interested in it. https://www.dropbox.com/s/2vbkng7ne6ey43e/TileEngineTestXnaMonoWpf.zip