RE: [GD-Windows] DirectX Pure Device / HW Vertex Processing Stuff
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From: Tom F. <to...@mu...> - 2001-09-24 10:57:20
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(1) This is an ideal question for the DX list: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FAQ: http://msdn.microsoft.com/library/techart/DirectX8faq.htm Web Interface: http://DISCUSS.MICROSOFT.COM/archives/DIRECTXDEV.html Problems/Suggestions: DIR...@di... Use the Web Interface (above) to unsubscribe from the list. Use plain-text only. HTML is not accepted. Attachments are removed MSDN DirectX Developer Centre: http://msdn.microsoft.com/DirectX -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- For a start, nVidia people hang out on that list and are more than happy to answer these sorts of questions. (2) Note that a fast CPU (e.g. 1.5GHz or above) can beat the GF3 moderately easily in raw vertex-processing speed. In a real game, you probably still want to use hardware VS - the CPU usually has some other things to do instead. But in terms of raw speed - CPUs are currently faster (a Radeon8500 on the other hand will happily beat the CPU in any benchmark I've thrown at it - I'm rather impressed). (3) Remember that the usage rules for buffers are pretty detailed. You need to be using a DISCARD/NOOVERWRITE scheme, or things are going to go very slowly. Also note that reading from AGP VBs is _seriously_ bad, and that not writing the whole of the AGP buffer can also be slow (the write-combining only works if you overwrite whole 64-bit chunks, IIRC - if you just update a single DWORD then it all goes slowly). So this may explain your massive drop when doing processing yourself. Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Vek [mailto:ve...@ho...] > Sent: 23 September 2001 06:35 > To: gam...@li... > Subject: [GD-Windows] DirectX Pure Device / HW Vertex Processing Stuff > > > I guess this is the best place to ask this - since DX is > windows specific... > and its not really about Algos or such. > > I recently got ahold of Geforce3 hardware to test my vertex > shaders / pixel > shaders in, on my Game Engine. > To my surprise though, simply flipping the engine into > 'hardware vertex > processing mode' cut my framerate to about 50% of what it is > in software > vertex processing mode. This is when dumping raw vertices to > the card to > transform and light and render via a vertex shader... using > vertex index > buffer and vertex buffers... no pixel shaders involved. > > It also drops to 5% of what it is in software > vertexprocessing mode if I > additionally mess with those vertexes (Transforming them by my program > manually instead of by a vertex shader). Are there AGP specifics I'm > missing out on? Or some situations which I'm not aware of? > I'm setting the > device up almost exactly like the NV demos, etc... except those go at > several hundred frames a second in the same situations. > > I would have thought that hardware vertex processing would be > the same speed > or faster... not 5% as fast. 500 polygons are enough to bring it to a > crawl. > > If I can't mangle this soon, I'll take the renderer code out > and place it > into a nice 'clean room' to mess with it, and find out whats > going on by > brute force ;) But I was hoping someone out there already ran > into this. > -Nick Lawson > ve...@ho... > project: http://members.home.net/vektuz/gw2k > > hooray. > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |