Wow man are you trying to say that Away framework slows down thinkgs so
much? Interesting what the team can say about your findings.I still did not
perform any speed tests with Away4 but I wrote some "pure" Molehill based
app containing around 130000 triangles across 100 different objects in the
state of constant transformation (rotation,scaling and spherical movement)
and my FPS even didn't blink! However I should admit that I had no lights
and no texture mapping,only vertex colored shaders/

On Wed, Mar 30, 2011 at 1:29 AM, Dave <[email protected]> wrote:

> I wanted to share some very basic performance numbers and get the team's
> take on these.
>
> First, some basic info:
>
>    - I have wmode=direct on (let's get that out of the way)
>    - We have a 3952 poly character model.  We're using 8 different
>    textures/materials.  7 are 512x512, and 1 is 256x256.
>    - We have 2 lights in the scene.
>    - I've added a basic "clone" keyboard event handler that clones the
>    character mesh and adds the clone to the scene.
>    - We're trying to simulate "unique" characters in the test.  Different
>    textures, different geometry, etc.  We are trying not to take advantage of
>    instancing, as our application eventually will have many unique characters
>    in the scene.
>    - At the moment, all geometry in the scene is within the camera view.
>     Culling code is of course running, but everything is testing "in frustum".
>    - Hardware: Core i7 Q740 1.73GHz with 8GB RAM.  NVidia Quadro FX 1800M
>    GPU.
>
> The numbers:
>
> *# Chars / # Polys / FPS Range*
>     1  3952  52-62
>     2  7904  41-47
>     3  11856  38-41
>     4  15508  32-34
>     5  19760  27-29
>     6  23712  21-27
>     7  27664  21-25
>     8  31616  18-22
>     9  35568  17-19
>    10  39520  15-18
>
> The questions:
>
>    1. The Mesh.clone() method - does this meet the "unique characters"
>    requirement of my test above? Is there instancing going on underneath?  It
>    looks like clones share geometry and textures, but I may not have dug deep
>    enough - the renderer itself may still create unique vertex buffers/etc for
>    this data when rendered.
>    2. These numbers seem abysmal in comparison to what I've seen in some
>    blog-posted molehill performance tests.  I have not looked far under the
>    hood of these tests yet.  (a)
>    http://iflash3d.com/performance/unity3d-vs-molehill/  (b)
>    http://www.nulldesign.de/2011/03/02/molehill-demo/.
>    3. Based on what you know about your own internal architecture, and
>    limitations of molehill, is there anything obvious in what i'm doing above
>    that would be causing the abysmal performance? Big textures?
>
> Any additional thoughts would be most welcome.
>
> -Dave
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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