RE: [Algorithms] Terrain performance comparrisons
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From: Jon W. <hp...@mi...> - 2003-07-25 06:48:04
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> what are the major contending algorithms for modern systems? > the three I've decided to try out are ChunkedLOD, Roam 2.0 and=20 > Geomipmapping. > Are there any others which have feature sets drastically=20 > different from these=20 > three? You could look into the article series on general geometry LOD which=20 Jon Blow just finished in Game Developer (it's a five-part series). > If I want to maintain backwards compatibility with older systems=20 > should I use=20 > an older algorithm (original roam) or do the newer ones still=20 > work even if you=20 > can't assume there's a fast GPU? In the end, you have to transform the verts somewhere. The difference=20 between algorithms is in their assumptions about what the cost of a=20 vertex is, and what the appropriate vertex count vs work trade-off is.=20 Still, touching memory means touching memory; examine a million verts=20 to find the optimal 7000 might be much slower than examining a few=20 tree nodes and drawing 9000. YMMV. Cheers, / h+ |