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Visual Basic 6 VBO performance

Started by Brother Erryn 2 replies 450+ views
Original Post
Brother Erryn
Brother Erryn
I just converted a little 3D experiment from OpenGL to DirectX (8.1), and was wondering how its performance stacks up. I'm drawing 25 meshes of 1074 polygons (TRIANGLELIST) each in two chunks each. One chunk is sphere/environment mapped. Both are textured and colored (emissive). I have a directional light, Gouraud shading, and alpha blending. It uses VBOs with hardware processing (I have a GeForce FX 5200 Ultra). The results are 249 FPS (6,418,224 tri/sec if that means anything) on my machine. Doing a single SetStreamSource at the beginning (instead of every mesh render) makes no difference at all, and not binding textures gives another 10 FPS or so. Dropping the sphere mapping provides another 30. Is this about right, or should I be expecting quite a bit more? [edited by - Brother Erryn on January 21, 2004 11:03:41 AM]
Brother Erryn
Brother Erryn
Does nobody have a notion on this, or am I being ostracized for daring to do this with (gasp) Visual Basic?
Fidelio66
Fidelio66
This just sounds very good. You have enough room for more. Just remember that FPS is an inverse of ms/frame, and that in the high fps numbers you can easily drop from 400 to 330, but that is just 2.5 ms to 3 ms. While if you go from 100 to 95 frames/sec it''s 10 ms to 10.5 ms, the same extra time spent but it looks less dramatic.
Brother Erryn
Brother Erryn
Any general tips on that "more"? Besides optimizing SetTexture and SetRenderState, that is?

I''m also curious what the same thing would probably do under C++, as a point of comparison.

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