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]

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