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D3D capabilities......

Started by Raptor Jul 1, 2000 at 5:06 AM 3 replies 300+ views
Original Post
Raptor
Raptor
how many triangles can i render each frame in my d3d app?? my fps has reaallyyy come down to dogs - i mean 18 fps. i am rendering around 16000 tris per frame . is that allright????? each object is around 500 triangles and i need to display at least 30 on screen at once every frame. do i need to cut down on my object''s mesh detail or do i need to optimize my code?i am not rejecting polys that are not visible.. The only way around it is Through it!!
Jrz
Jrz
Hi

Are you using vertex arrays? And what kind of visibility system do you use?
Raptor
Raptor
i am using the Xfile samples'' rendering routine which has zero optimization when it comes to hidden face removal etc.
is that the problem?
or should i bring down my mesh detail??


The only way around it is Through it!!
POINT
POINT
if you are referring to the dxsdk XFile sample, i think their code is pretty damn fast (i may be wrong). i used their code to render a recreation of a star destroyer (LOTSA polys) and it ran nicely at 45 fps (although i was using the d3d T&L HAL which lets the geforce do it's magic - when i switched to the regular software t&l hal, it chugged along at pathetic 9fps. so maybe it isnt as fast as it could be...)

try using vertex arrays and cull some surfaces! that should speed you up good.

oh, btw - im not sure if 16000 tris is much, but it dont sound so much (i think the average quake3 model has about 8000 polys, but i may be way wrong).

Edited by - POINT on July 1, 2000 8:47:14 AM
Lubb
Lubb
Valve Software says Half-Life''s engine starts to bog at around 600 faces [visible brushes]. ("Bulding Better Half-Life Levels", PCGamer April 2000 Pp.60-62) We might guess that since you can see ~about~ half of everything, that 1200 polys is around the practical limit for total poly count, for this particular product. * There''s also lots of other stuff going on there, but it still serves as some basis of comparison. - Lubb
RPD=Role-Playing-Dialogue. It's not a game,it never was. Deal with it.

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