test of triangle limit can be found here: http://away.kiev.ua/away3d/techdemos/
look for "Triangle limit demos" about half way down the page cheers! Rob On Sun, Feb 8, 2009 at 3:09 PM, Makc <[email protected]> wrote: > > 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! > >>>>>> > >>> > >>> > > > > > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
