FPS Validation

Posts: 65
Joined: 2009.03
Post: #1
Hi all

I've just re-written my OpenGL renderer to batch geometry, texture and colour info into a single interleaved vertex array using a vertex buffer object and I then just use one glDrawElements call per texture.

I'm working in 2D and in tests on a 2nd Gen iPod Touch I'm getting 27-30fps with 98-100% render utilization, 12% tiler utilization and almost 0% CPU (not game logic at the moment, just rendering) whilst rendering 600 quads to the screen with blending on. I'm happy with this Grin but I wanted to see if this stacked up with what others either have or would expect to see.

I'm really checking to see if I'm already getting good performance of if its not as high as expected and more optimization could be done.

Thanks for any comments.

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