OSGL - EditableImage graphics library

No, actually. I’ve explained to Ranu multiple times, OSGL has built-in time control. Adding extra waits is him purposefully making it run slower, even after I made that as clear as it can be to him.

There is no extra wait, if you want completely comment the – while wait, and it would still be the same. I’m not sure if you have basic knowledge of Lua Scripting at this point.
The benchmarks I had done were the most realistic and accurate, more than any of the other ones.

  1. ~ OSGL:
    With Wait 0.5 and 10 updates:
  Wait Time was: 0.5
  Updates Count: 10
  ALL Updates Time Taken: 14.113941399999021
  Average time taken at each generation [After Render]: 0.9060726300005626
  Average time taken at each generation [Before Render]: 0.8271913499993389
  Average time taken for each pixel: 0.000000601
  Average FPS 1: 1.1470635935222968
  Average FPS 2: 60.51725532939746
  Average FPS 3: 60.51725532311502
  Average FPS 4: 60.51725532311502
  1. ~ OSGL:
    Without any wait and one call:
  Wait Time was: NaN
  Updates Count: 1
  ALL Updates Time Taken: 0.8866078999999445
  Average time taken at each generation [After Render]: 0.8866048999989289
  Average time taken at each generation [Before Render]: 0.8073473999975249
  Average time taken for each pixel: 0.000000594
  Average FPS 1: 1.1553775082153535
  Average FPS 2: 0
  Average FPS 3: 0
  Average FPS 4: 0
  1. ~ OSGL:
    Without any wait at all and 10 updates:
  Wait Time was: NaN
  Updates Count: 10
  ALL Updates Time Taken: 9.321586099998967
  Average time taken at each generation [After Render]: 0.9321564200006833
  Average time taken at each generation [Before Render]: 0.8385613099999318
  Average time taken for each pixel: 0.000000601
  Average FPS 1: 21.11482694379857
  Average FPS 2: 17.8423187153016
  Average FPS 3: 17.842318713860557
  Average FPS 4: 17.842318713860557
  • COMPARED TO CANVASDRAW
  1. ~ CanvasDraw:
    With Wait 0.5 and 10 updates:
  12:26:23.253  Wait Time was: 0.5  -  Client - LocalScript:85
  12:26:23.253  Updates Count: 10  -  Client - LocalScript:86
  12:26:23.253  ALL Updates Time Taken: 10.776391399995191  -  Client - LocalScript:87
  12:26:23.253  Average time taken at each generation [After Render]: 0.5685982899994997  -  Client - LocalScript:104
  12:26:23.253  Average time taken at each generation [Before Render]: 0.5611295300004713  -  Client - LocalScript:105
  12:26:23.340  Average time taken for each pixel: 0.000000351  -  Client - LocalScript:114
  12:26:23.521  Average FPS 1: 59.18413849193615  -  Client - LocalScript:141
  12:26:23.521  Average FPS 2: 59.18413849193615  -  Client - LocalScript:142
  12:26:23.521  Average FPS 3: 59.184138491733414  -  Client - LocalScript:143
  12:26:23.521  Average FPS 4: 59.184138491733414  -  Client - LocalScript:144
  1. ~ CanvasDraw:
    Without any wait and one call:
  12:35:45.820  Wait Time was: NaN  -  Client - LocalScript:85
  12:35:45.820  Updates Count: 1  -  Client - LocalScript:86
  12:35:45.820  ALL Updates Time Taken: 0.5511686000027112  -  Client - LocalScript:87
  12:35:45.820  Average time taken at each generation [After Render]: 0.5511671000058413  -  Client - LocalScript:104
  12:35:45.820  Average time taken at each generation [Before Render]: 0.5439007000022684  -  Client - LocalScript:105
  12:35:45.830  Average time taken for each pixel: 0.000000349  -  Client - LocalScript:114
  12:35:45.849  Average FPS 1: 0  -  Client - LocalScript:141
  12:35:45.849  Average FPS 2: 0  -  Client - LocalScript:142
  12:35:45.849  Average FPS 3: 0  -  Client - LocalScript:143
  12:35:45.849  Average FPS 4: 0  -  Client - LocalScript:144
  1. ~ CanvasDraw:
    Without any wait at all and 10 updates:
  12:40:31.055  Wait Time was: NaN  -  Client - LocalScript:85
  12:40:31.055  Updates Count: 10  -  Client - LocalScript:86
  12:40:31.055  ALL Updates Time Taken: 5.879683999999543  -  Client - LocalScript:87
  12:40:31.055  Average time taken at each generation [After Render]: 0.5879666699991504  -  Client - LocalScript:104
  12:40:31.055  Average time taken at each generation [Before Render]: 0.5798949299991364  -  Client - LocalScript:105
  12:40:31.140  Average time taken for each pixel: 0.000000352  -  Client - LocalScript:114
  12:40:31.343  Average FPS 1: 0  -  Client - LocalScript:141
  12:40:31.343  Average FPS 2: 0  -  Client - LocalScript:142
  12:40:31.343  Average FPS 3: 0  -  Client - LocalScript:143
  12:40:31.343  Average FPS 4: 0  -  Client - LocalScript:144

As you can see above,
In all the 3 tests CanvasDraw overall performed way better than OSGL did.
I don’t see a single thing in it that OSGL did better, all it seems to do is give you about 5-10% more FPS at the cost of total time taken by about 50% longer.
Anyone would easily be able to add their own waiting for the CanvasDraw, and it would still be able to complete in a shorter period of time than OSGL and yet provide you with more FPS.

Looking at all this in a realistic way, Drawing libraries most commonly would be used for and at “Brush”, and for Brush since no matter what, it would not have a big impact on FPS, so you would want it to take a shorter time to generate and finish. If you use OSGL, the only thing it does is makes this process take longer lol.

You should also be more open to criticism, and not act as if you are always right. You clearly are not.

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