From: Bruce S. <Bru...@nc...> - 2009-11-17 15:50:39
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I'm pretty much out of my depth here, but Guy Kloss's nearly simultaneous and very interesting post about speed suggests that there is no royal road to speed + rapid creation. For that matter, there's only so much you can get out of today's graphics cards. For example, the NVIDIA Quadro FX 4600 (about $1400) is rated at 250 billion triangles per second (http://www.deskeng.com/articles/aaajxm.htm). Suppose a small sphere is approximated by 4 triangles facing you. Then the card would take a second to display 60 billion small spheres. To have good mouse navigation capabilities you would need to be able to redraw the scene in about a thirtieth of a second in response to a mouse move, which means that you could rotate and zoom only about 2 billion spheres. And that's assuming that no computation is being done: you generate the 2 billion spheres once, and then wait to react quickly to a change in camera position. A midrange card like the $600 Quadro FX 1700 does only 190 million triangles per second, which implies about 2 million navigable spheres. Bruce Sherwood Tim Smith (25121) wrote: > Hmm. Would I benefit from writing the application purely in c++ (not my > preferred option)? > I'm treading a line between speed and flexibility of pumping out various > models, and speed of interpreting the model itself. If the model is > frighteningly slow to interact with then I'm sunk, but if it takes me > too long to produce a new model I'm also sunk. > |