well, with this test people can check themselves how well their brand
new ferrari pc or good old ford pc will ride your road, whilst now all
you have to tell them, is that some guy in some car was known to ride
at 3k poly per frame, which is pretty much nothing. any test with
sufficient number of options that everybody can play with will do
better than that.

On Sun, Feb 8, 2009 at 1:16 AM, Fabrice <[email protected]> wrote:
>
> What do you mean by nothing?
> I'm just pointing out that this kind of test can be misleading.
>
> Its like trying to find out howmany cars can ride and how fast on a given
> highway.
> A lot if they are all Ferraris riding same high speed, a lot less if you
> drive in the Netherlands a rainy monday morning at 8:00 am.
> In the end you know very little of the highway itself...
>
> Fabrice
>
> On Feb 7, 2009, at 11:14 PM, Makc wrote:
>
>>
>> little is still better than nothing
>>
>> On Sat, Feb 7, 2009 at 5:23 PM, Fabrice <[email protected]> wrote:
>>>
>>> map sizes, tris size, mapping, material types, angles, stage.quality,
>>> browsers, player versions... etc all are factors of influence.
>>> I've seen scenes running slow under 500 tris... same for renderings with
>>> just 250 tris drawn of a 60 000 tris model...
>>> Its a nice test, but tells very little in the end.
>>>
>>> Fabrice
>>>
>>>
>>> On Feb 7, 2009, at 4:02 PM, Sean McCracken wrote:
>>>
>>>>
>>>> I'll be doing a test just like that.  I'll post my findings Monday.
>>>>
>>>> Sean
>>>>
>>>> Sent from my iPhone
>>>>
>>>> On Feb 7, 2009, at 5:55 AM, Makc <[email protected]> wrote:
>>>>
>>>>>
>>>>> Hum, does it mean 3001 triangle would be too much? Someone should do
>>>>> online test app where user could specify fps + features used, and the
>>>>> app would add triangles until fps goes too low.
>>>>>
>>>>> On Fri, Feb 6, 2009 at 3:53 PM, Li <[email protected]> wrote:
>>>>>>
>>>>>> I guess a quick answer would be around 3000 triangles with motion
>>>>>> (someone
>>>>>> correct me if Im wrong). However, Away3D uses something called
>>>>>> triangle
>>>>>> caching. The idea behind this is that if an object hasn't moved, and
>>>>>> the
>>>>>> camera hasn't moved, then the object would look the same, so why
>>>>>> redraw
>>>>>> it?
>>>>>> Doing stuff like this allows for a very larger amount of triangles as
>>>>>> in
>>>>>> the
>>>>>> Intel game demo in the away3d site which uses more than 100,000
>>>>>> triangles!
>>>>>>
>>>
>>>
>
>

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