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
>>
>

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