Original Post
Hi, im trying to optimize fps in a dx app I wrote,
atm im using a high poly model for testing, I get 20 fps when rendering it.
Ive tried
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
And setting it to D3DCULL_NONE, there is no fps differnce... How can this be?
Another performance wonder is that if I set my MULTISAMPLEANTIALIAS level to 7... I get a fps increase by 14%, why does my fps benefit from high antialiasing...?
Are there any methods of optimizing what actualy gets rendered to increase fps?
Im only rendering 1 tree, with no shaders or the sorts.
Maby like not drawing triangles that are behind other tri's.
And is there a way to retriev the poly count that is currently being rendered on the screen?
atm im using a high poly model for testing, I get 20 fps when rendering it.
Ive tried
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
And setting it to D3DCULL_NONE, there is no fps differnce... How can this be?
Another performance wonder is that if I set my MULTISAMPLEANTIALIAS level to 7... I get a fps increase by 14%, why does my fps benefit from high antialiasing...?
Are there any methods of optimizing what actualy gets rendered to increase fps?
Im only rendering 1 tree, with no shaders or the sorts.
Maby like not drawing triangles that are behind other tri's.
And is there a way to retriev the poly count that is currently being rendered on the screen?