🔒 Locked
HD
Advertisement
Original Post
It depends on many factors:
- amount of RAM you have
- amount of free physical memory you have
- whether the data is in cache or not
- is computer doing other things, especially the ones utilizing HD
- the HD type, interface, RPM
I'm afraid there is no "average" answer here.
Edit: don't crosspost.
[edited by - IndirectX on June 18, 2002 7:06:53 PM]
- amount of RAM you have
- amount of free physical memory you have
- whether the data is in cache or not
- is computer doing other things, especially the ones utilizing HD
- the HD type, interface, RPM
I'm afraid there is no "average" answer here.
Edit: don't crosspost.
[edited by - IndirectX on June 18, 2002 7:06:53 PM]
quote:
Original post by AlbertoT
Hello
What is the "true" speed of a last generation Hard disk ?
In other words , how many MB of data can I really expect to load from the HD into RAM if I want to have a pause time from one level to the next one , 5-6 sec max?
Thanks and regards
That was posted in May. Why are you asking exactly the same question? Perhaps you aren''t willing to accept the answer you got then (and just got again above), which is that the speed is entirely dependent of the system, so there is no normal time. If you want an answer try doing it on your own system, unless your using something exotic like a scuzzy drive you''ll get an answer as good as any you''ll get here.
Michelson and Indirect x
I posted again because in May I have got one only answer.
Maybe I am lucky this time , I thought.
I do not suppose that every GameDev member read every post every day.
As a matter of fact nobody answers to a 5 days old post.
Anyway I apolgies for it.
Generally speaking , at my knowledge, none of the game programmming books , except may be, the featured book "Game design" provide this kind of pratical but important general information.
Obviously I was expecting just a rough indication.
For example some time ago I have asked, more or less, GeForce 2.0 claim to be able to render 30 milions tris per second but how many tris per 3d model do the commercial games really use?
The answers ranged from 800 up to 4000.
Later in a book I found 50.000 - 100.000 polys per frame, well... I was happy.
I accept that the speed depend on the system but a commercial software house must take into account an "average " system
Some factors only, are under the programmer''s control, not for sure the amount of RAM....
I posted again because in May I have got one only answer.
Maybe I am lucky this time , I thought.
I do not suppose that every GameDev member read every post every day.
As a matter of fact nobody answers to a 5 days old post.
Anyway I apolgies for it.
Generally speaking , at my knowledge, none of the game programmming books , except may be, the featured book "Game design" provide this kind of pratical but important general information.
Obviously I was expecting just a rough indication.
For example some time ago I have asked, more or less, GeForce 2.0 claim to be able to render 30 milions tris per second but how many tris per 3d model do the commercial games really use?
The answers ranged from 800 up to 4000.
Later in a book I found 50.000 - 100.000 polys per frame, well... I was happy.
I accept that the speed depend on the system but a commercial software house must take into account an "average " system
Some factors only, are under the programmer''s control, not for sure the amount of RAM....
Michelson and Indirect x
I posted again because in May I have got one only answer.
Maybe I am lucky this time , I thought.
I do not suppose that every GameDev member read every post every day.
As a matter of fact nobody answers to a 5 days old post.
Anyway I apolgies for it.
Generally speaking , at my knowledge, none of the game programmming books , except may be, the featured book "Game design" provide this kind of pratical but important general information.
Obviously I was expecting just a rough indication.
For example some time ago I have asked, more or less, GeForce 2.0 claim to be able to render 30 milions tris per second but how many tris per 3d model do the commercial games really use?
The answers ranged from 800 up to 4000.
Later in a book I found 50.000 - 100.000 polys per frame, well... I was happy.
I accept that the speed depend on the system but a commercial software house must take into account an "average " system
Some factors only, are under the programmer''s control, not for sure the amount of RAM....
I posted again because in May I have got one only answer.
Maybe I am lucky this time , I thought.
I do not suppose that every GameDev member read every post every day.
As a matter of fact nobody answers to a 5 days old post.
Anyway I apolgies for it.
Generally speaking , at my knowledge, none of the game programmming books , except may be, the featured book "Game design" provide this kind of pratical but important general information.
Obviously I was expecting just a rough indication.
For example some time ago I have asked, more or less, GeForce 2.0 claim to be able to render 30 milions tris per second but how many tris per 3d model do the commercial games really use?
The answers ranged from 800 up to 4000.
Later in a book I found 50.000 - 100.000 polys per frame, well... I was happy.
I accept that the speed depend on the system but a commercial software house must take into account an "average " system
Some factors only, are under the programmer''s control, not for sure the amount of RAM....
In this case, the only way to find out is to test. If you have target requirements, then build a test app that loads different amounts of data and run it on "minimum spec" computer. Even the number of active programs affects load times, so only testing with your sets of data specifically on the kind of computers you''re targeting will give you any useful results.
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement