In fact currently I have something like this : The scene contains some 4000 buildings resulting in around 500000 triangles . Also scene lights + normal mapping (which doesn't seem to influence the performance in a noticeable way) Also loading the CPU by having AI flocking simulations + FLINT particles field running at the same time .The scene geometry volume is something like 20000 depth. If I set the far plane to not more than 7000-8000 I am getting nice 35-45FPS rendering average in the release build(Can you imagine in debug it is only half of it ! ).
SO it seems fairly ok but I wanted to load it more .So far adding more stuff reduces the FPS to very low level.Those octrees must be the key here On Tue, May 24, 2011 at 2:57 PM, Michael Iv <[email protected]> wrote: > How Merge will be helpful in this scenario? .Is merging of many meshes > gives better performance ? > > > On Tue, May 24, 2011 at 2:52 PM, John Brookes <[email protected]>wrote: > >> No idea with the octree (came to the same conclusion with the far plane). >> >> But the buildings thing I would try the merge class. >> >> > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected] > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
