Original Post
I am testing a program with little in the way of geometry or game logic, but it uses Cg shaders to do bump-mapping, lighting, and vertex displacement. I am testing on two machines: Pentium 4 3.2Ghz HT, 1Gb RAM, XP Pro GeForce 6600 GT/AGP/SSE2 (v.2.0.0) Vertex profile: vp40 (7001) Fragment profile: fp40 (6151) Max Anisotropic Level: 16.000000 and Pentium 4 3.0Ghz, 1Gb RAM, XP Pro Quadro FX 500/FX 600/AGP/SSE2 (v.1.5.2) Vertex profile: vp30 (6148) Fragment profile: fp30 (6149) Max Anisotropic Level: 8.000000 The geometry is basically one big, inside-facing cube, where the walls and ceiling are bump-mapped and the floor has a "wave" effect. There is a single light which moves around inside the cube. On the first machine, I get a steady 60fps nomatter which way I pan/rotate/strafe around/inside the cube. On the second machine, if I start out my camera far away from the cube, I get 60fps. As I move in closer to the cube, there seems to be a sharp boundary where the framerate drops to 30. As I move in closer, there is another sharp boundary where the framerate drops to 15. I tried turning the anisotropic texture filtering off, but that had no effect. I am guessing that the sharp framerate boundaries are caused by mipmap levels. As I get closer to the object, a larger texture is used, and that drops my framerate. Is this a valid assumption, and if so, what does that mean? Is my program fill-rate bound (not 100% sure what that means)? Are the textures too big? Thank you.