Re: [TuxKart-devel] Performance issues
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2004-08-21 03:16:43
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Ingo Ruhnke wrote: > Doing the math, we need around 1 million polygons per second in this > setup, advertisement tells me that even a Geforce256 should be able to > render 10 million polygons per second. That's benchmark numbers. That's 10 million *perfectly* tri-stripped polygons with minimal additional data (ie no normals, no texture coords) - with the CPU doing nothing else but feeding the polygons into the hardware - no texture map switching, no switching of rendering modes, etc, etc. It also assumes that you've used some nVidia-specific extensions and insider information associated with the size of the data blocks that end up going over AGP. > Is Tuxkart doing something seriously wrong when it comes to rendering > or am I simply expecting to much from the rendering hardware and we > need to fall back to much simpler models and tracks? Using LOD for the > karts will of course help too, however it will quite seriously > increase the time needed to finish the kart models, so I would prefer > to avoid it. LOD is a huge help. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |