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Performance Question
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I'm drawing a 2D scene. According to my simple bench marks, I'm drawing five million triangles to the screen. They are only RGB colored triangles. There is no special light effects or anything like that. I'm using vertex arrays to draw my image. It has vertex arrays and color arrays enabled only. I'm not doing any transforms. Simply drawing the triangles to the screen. It takes roughly 20 milliseconds to draw the scene. Is this a good value? Or is there a lot more room for improvement. I've tried display lists and VBO already. Are there any other performance tricks out there?
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Original post by fathom88
I'm drawing a 2D scene. According to my simple bench marks, I'm drawing five million triangles to the screen. They are only RGB colored triangles. There is no special light effects or anything like that. I'm using vertex arrays to draw my image. It has vertex arrays and color arrays enabled only. I'm not doing any transforms. Simply drawing the triangles to the screen. It takes roughly 20 milliseconds to draw the scene. Is this a good value? Or is there a lot more room for improvement. I've tried display lists and VBO already. Are there any other performance tricks out there?
Good or bad is relative to your system. What CPU, GPU?
>>What is the source of the triangle data? The specifics of >>your application will influence which optimizations are open >>to you.
It's a flat file whose data I turn into x,y coordinates. I get snipets of it every so often. Hence, I can't do it all at once and load it into the VBO. I tried the VBO, and it was slower because I had to constantly update my data to the video card (even with the DYNAMIC load flag).
It's a flat file whose data I turn into x,y coordinates. I get snipets of it every so often. Hence, I can't do it all at once and load it into the VBO. I tried the VBO, and it was slower because I had to constantly update my data to the video card (even with the DYNAMIC load flag).
>>doom3 does 5mil tris/sec
>>quake3 does 50mil tris/sec
Shouldn't it be the other way around?
DOOM 3 => 50; Quake 3 => 5
Or do you mean Quake 4? I figured the models in DOOM 3 would be composed of more triangles because it looks so much better. Or is this an effect of the bump mapping etc. ?
>>quake3 does 50mil tris/sec
Shouldn't it be the other way around?
DOOM 3 => 50; Quake 3 => 5
Or do you mean Quake 4? I figured the models in DOOM 3 would be composed of more triangles because it looks so much better. Or is this an effect of the bump mapping etc. ?
Doom 3 used bump-mapping to the point of exhaustion. The models themselves were actually pretty low-poly. And zedzeek was right, because Doom 3 does more computations per triangle (what with all the bump-mapping) than Quake 3 does, because Quake 3 didn't have dynamic lighting and all the nifty features Doom does.
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Shouldn't it be the other way around?
DOOM 3 => 50; Quake 3 => 5
no though i might of exaggerated the difference
doom3 is pretty low polygon count
most of the characters seem to be around the 1000tri count
i forget what quake3 was but they wouldnt be much less than that
the diffence is your computer runs quake3 at >5x the fps of doom3
hence the higher tris/sec
all im trying to say is its not the number of tris u use but more what u do with them that impacts most on the visual quality
(passes per character will be roughly similar)
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