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D.gamma
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llynx Offline
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Post: #1
D.gamma
I've been experimenting with D.gamma and I'm getting about a 30% performance drop if I call it when I can get the same results by changing the gamma settings in Nvidia Control Panel without performance being affected.
(This post was last modified: 08-27-2010 01:03 AM by llynx.)
08-27-2010 01:03 AM
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Zervox Offline
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Post: #2
RE: D.gamma
Where do you call the D.gamma from? in what function to be exact
08-27-2010 01:23 AM
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llynx Offline
Member

Post: #3
RE: D.gamma
Initially GameInit() but then I update it in GameDraw() when I was testing different contrasts etc

Yeah I just removed the one in GameDraw and performance goes back to normal.
How would you go about changing the gamma dynamically without this happening?
(This post was last modified: 08-27-2010 03:12 AM by llynx.)
08-27-2010 03:01 AM
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Zervox Offline
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Post: #4
RE: D.gamma
Timercode function.
Example from my spawn class function.

Code:
void WorldSpawnManager()// Spawn Manager Function
{
    if(WorldSpawnTimer>0) // World time to spawn check
    {

        WorldSpawnTimer-=Time.d(); // Countdown
        if(WorldSpawnTimer<=0) // World time to spawn check and if its ready to spawn
        {

                             //Code here
                               Flt adjustgamma;
                                 AdjustValTime("xxx","xxx",0.001f);

        }
    }else{ //if its not above 0 etc 1++ then do
        WorldSpawnTimer=1; // reset it to 10 second to allow spawn counter again
    }
}

in game Update()
WorldSpawnManager()
you dont need to do a own function, but using some sort of timer would be optimal or atleast set a
Code:
if(darkplace)
{

   //adjust gamma settings
}

There is at least a thousand ways of doing it.
08-27-2010 03:27 AM
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llynx Offline
Member

Post: #5
RE: D.gamma
Thanks, this works! And I figured out the problem >.< My condition statements were incorrect and so the game was updating the gamma every frame -.- my bad
(This post was last modified: 08-27-2010 04:06 AM by llynx.)
08-27-2010 04:06 AM
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