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rendering optimisation

Started by Muncher Jun 28, 2004 at 9:11 PM 4 replies 800+ views
Original Post
Muncher
Muncher
Hello!! Its been almost a year in development, but our engine is almost done; now we are optimising the renderer (since its our bottleneck)! I was just wondering what is the fastest possible way of rendering polys. Is it vertex arrays, display lists or something else? Our renderer was using a 'for' loop for each visible node, now we are using display lists; and the speedup wasn't much. My next step is to batch textures together; then test; then try vertex/interleaved arrays; test... etc. Are there any documents that go over this topic in depth? And are there any general extensions that give a good speedup (for example, there is a vertex culling extension we found that sped up rendering by 30%!).... Thanks guys!! Muncher
Samith
Samith
I don't know much about optimizing stuff, but I guess making sure you are making the least calls to the state machine, trying not to call glBegin()/glEnd() too much is good. For your 3d models you might want to optimize them by having certain sections drawn with a triangle fan, some sections with a triangle strip, stuff like that. I think the MD2 format does this, but I'm not sure.
Sneftel
Sneftel
VBOs tend to be a very fast way to push geometry to the video card, assuming your geometry is static. Read up on them.
tj963
tj963
I think if you look at the ATI and NVIDIA websites they have a lot of stuff on that.

tj963
tj963
Promit
Promit
The keys to fast rendering are storing as much as possible in static cached VBOs and minimizing the number of state changes, as well as draw calls.
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_the_phantom_
_the_phantom_
Performance Tuning slides from the GDC04 talk on said subject. Its hosted by ATI but everything said it applicable to NV hardware as well, with notes where either differs. Quite a good guide, i'd recomend anyone taking alook as well as <a href="http://www.ati.com/developer/gdc_video.html>watching the video of it as while the slides are usefull he does go into more depth during the talk (unfortunatly the last few slides arent covered by the talk as it cuts out, which is a shame but all the major stuff is covered)

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