Hello. >From my experience, when you go to a high poly count, the worst bottleneck is the flash drawing api, and code is relatively miniscule.
I've been experimenting in away3dlite with objects around 3000+ (up to 15 000) polys on screen, and basicaly, with skybox = 5 fps (ie 100% screen fillrate), and without skybox it's 20-30 fps, especially when you move away from the object a lot and you reduce the fill area of away3d to maybe 10% of the screen. Although, i remember now from one of the experiments with interiors that when you turn to a low poly wall, you do get quite a performance increase compared to when you show the full object (both cover more or less 100% screen fill area). Although, something is telling me it doesn't have that much to do with away code as, again, I remember moving out of that same interior model to cover 20% of screen fill area and again, the performance skyrocketed... Same performance increases happen when you reduce the width and height to half of original (not 4 times as much performance, but if remember correctly at least three). That is away3dlite... away3d should be using arrays and similar to do that kind of stuff manualy, so it might prove to be a little bit (2% maybe?) of a performance increase, but again, with all the cpu time taken by that increased "manual" workload, something is telling me that the majority of performance penalties are again going to be related to bitmap blipping to the screen (ie flash internals), not any of the code behind away's classes... yb And cut a long story short, if I was making flash, I would store flash api classes like bitmapData and it's bitmap manipulation code inside the flash player, and would probably do the same to whatever away3dlite uses to draw stuff to the screen, so unless Macromedia-now Adobe have tards in their ranks, I doubt it's going to matter... Even if apparat could do something about flash player internals, you would probably have a hard time getting access to a users flash player client (ie impossible without hacking and cracking through windows defenses and flash player defenses, and I'm not saying you could do that from withing the .swf)... Generally , if you want performance, make it as pretty as you want it to be, then try to make it faster a little bit, and then simply reduce the screen size of the .swf from say 800x600 to 640x480 and voila, instant performance... I know it's not that simple sometimes (a lot of the times), but generally, the only way to get performance out of this god forsaken platform is to reduce the screen size... that will always solve all your problems if you aren't really pushing it... I remember one Alternativa3d (I think) demo where the screen would go all pixely when moving, and I'm investigating whether I could do a similar thing in away (ie blittling screen to bitmap data and then bitting that bitmap data at double size to the screen)... Basically, for biggest performance increases, reduce the screen size dramatically... If you happen to be pushing flash that much for it to be gasping for air, that's the least you can do... PS. err, now that I think about it, resolution decreases do the same type of performance increase on gpu's too :) we push the tech to much... On Dec 31 2010, 1:15 pm, Craig Murray <[email protected]> wrote: > Thanks Richard. > > What would you estimate the improvements to be of something like > apparat's FastMath where sin and cos functions can be be 20 times as > fast? IE How math-bound is a Away3D? > > On Dec 30, 11:20 pm, richardolsson <[email protected]> wrote:> Hi Craig, > > > No, we have not been using any of the apparat tools in Away3d. The > > biggest reason really is that most people download the away3d source > > code and add it to their project. As you know, apparat only works with > > compiled SWF/SWC files. Of course you could use apparat tools yourself > > when you compile your project and it will affect the away3d engine > > code in your app as much as it will your own code. > > > For those not familiar with apparat, seehttp://code.google.com/p/apparat/ > > > Cheers > > /R > > > On Dec 31, 6:33 am, Craig Murray <[email protected]> wrote: > > > > Is Away3D using apparat?
