I can! Impressive :)
On Mon, Feb 16, 2009 at 3:06 PM, Makc <[email protected]> wrote: > 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 >> >
