martyj Posted November 24, 2015 Share Posted November 24, 2015 When debugging leadwerks in visual studios I see a major framerate drop of 1/3rd to sometimes 1/10th compared to that of a released build. I was wondering is there a way I can speed up debugging in visual studio without throwing more hardware at it? I believe the bottlekneck is graphics related as when I run the game on my work computer it performs even slower than my home machine. My work computer has a 650 TI, my home computer has an AMD Radeon 280x. Has anyone else experienced this? I should mention this only happens with a debugger attached to the process. Quote Link to comment Share on other sites More sharing options...
shadmar Posted November 24, 2015 Share Posted November 24, 2015 It's known, and excpected. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
f13rce Posted November 24, 2015 Share Posted November 24, 2015 Are you using Visual Studio? I found a workaround but it might not always be 100% accurate: Open up Visual Studio Select 'Release' instead of 'Debug' Click Project -> [ProjectName] Properties (a new window should pop up) Open up "Configuration Properties" Open up "Linker" Click on "Debugging" inside Linker Change "Generate Debug Info" to "Yes (/DEBUG)" What this does it that the program will remember the flow of the application so when it crashes/reaches a breakpoint, you can still see where it came from. Although, because this is on Release mode, anyone who has your .exe can read your source code. So remember to disable the generation of debug info when you release your game or give it to your friends. Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
martyj Posted November 24, 2015 Author Share Posted November 24, 2015 I don't want to release my game. I want a way to debug it faster. Without having a major FPS drop. Quote Link to comment Share on other sites More sharing options...
aiaf Posted November 24, 2015 Share Posted November 24, 2015 You can setup a good logging system for your project. And ignore the debugger just put well thught out prints on the problem areea. This works pretty good Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
f13rce Posted November 24, 2015 Share Posted November 24, 2015 I don't want to release my game. I want a way to debug it faster. Without having a major FPS drop. This is debugging without the major FPS drop, just sometimes not as accurate. Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
cassius Posted November 25, 2015 Share Posted November 25, 2015 I use visual c+= in Release mode. I have never tried debugging options. I just use build or rebuild. It tells me the syntax errors. Any runtime errors that come up are due to the last bit of code I wrote and got wrong. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
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