obviously these demos were done a while ago and do not take into account
recent speed-saving features such as triangle caching and object culling.
but for an indicator of raw speed, they're pretty good.

Rob

On Mon, Feb 16, 2009 at 11:43 AM, Rob Bateman <[email protected]> wrote:

> 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
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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