I made it to "Cubes 36864" so far, and it is lagging like hell, takes
around 5 seconds to copy the caption. Let's see if I can go up.

On Mon, Feb 16, 2009 at 1:47 PM, Rob Bateman <[email protected]> wrote:
> 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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