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

Reply via email to