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From: James W. W. <os...@jw...> - 2004-06-13 18:43:36
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On Jun 2, 2004, at 6:38 AM, Joseph J. Strout wrote: >>> 4. Improved speed -- though this has improved recently, we still >>> find that object performance degrades pretty quickly for scenes with >>> lots of objects. (Some of this may actually be in the REALbasic >>> layer on top of Quesa, but we'd like to at least look into where the >>> current bottlenecks are and see what can be done about them.) >> >> "degrades pretty quickly" meaning as more than a linear function of >> the number of triangles? Have you tried to separate out the effects >> of lots of triangles, lots of textures, and lots of groups? > > Yes; the issue is lots of objects (whether this is because it's lots > of groups, or because it's lots of TriMeshes, is unclear), not the > number of triangles. A scene with 4000 triangles in one TriMesh > renders very quickly; the same scene composed of 400 objects > containing 10 triangles each renders poorly. I did an experiment that illustrates this pretty well. I started with the Multibox test in Geom Test, 1000 boxes, each of which is cached as a group containing 6 Trimeshes. On my Powerbook, it runs at about 15.2 FPS. Then I decomposed the boxes and flattened the hierarchy, so that all 6000 TriMeshes belonged to a single group. That brought it up to 20.4 FPS. Then I merged TriMeshes with like attributes, resulting in just 6 TriMeshes, and that ran at 135 FPS. In case anyone wants to play with these, I saved them as: <ftp://ftp.jwwalker.com/multibox-orig.3dmf.zip> <ftp://ftp.jwwalker.com/multibox-decomposed.3dmf.zip> <ftp://ftp.jwwalker.com/multibox-merged.3dmf.zip> -- <http://www.jwwalker.com/> |