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how fast should this be? - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: how fast should this be? (/thread-7277.html) |
how fast should this be? - <seb> - Feb 25, 2003 11:45 AM hi! i have written a small program rendering a large piece of terrain. it uses an interleaved array of 500 000 vertices, normals and texVertices, and renders them with a main- and a detail-texture in a single pass using ARB. there is no quadtree or LOD, no ROAM, no frustrum culling, nothing like that. the whole array is rendered at every frame. the result i get from that is around 12fps on an athon1000 with a gf4 ti440. do you think i did a good implementation, or are the results i get slow? fast? what do you think? i am pretty unsure about how many fps i should get from this method ... any comments welcome!! ![]() sebastian how fast should this be? - ghettotek - Feb 25, 2003 12:19 PM this is just my opinion, but i think 12fps is horribly slow. but then again you are rendering 500 000 vertices. how fast should this be? - OneSadCookie - Feb 25, 2003 12:34 PM I'm not sure this is the right forum to be asking about PC performance numbers -- this is a Mac forum. However, what's really important more than the number of vertices & whatnot is the number of triangles. I guess if they're arranged in the obvious way (a regular square grid), that means you're drawing about 1000000 triangles each frame, which is 12000000 triangles per second. That seems a bit slow for your system, but probably not very much too slow. I'm willing to bet you'll get a decent performance improvement if you put them in a display list. how fast should this be? - <seb> - Feb 25, 2003 12:51 PM ah, nonsense what i wrote: i am rendering 250 000 vertices organized as vertex array, which makes 500 000 triangles. seb |