Title: Message
Hi all,
 
I've been benchmarking java3d to see if its suitable for a project on your average pc, and I'm trying to understand the results.
 
4 Scenarios under 1.3.1beta OGL:
 
1 - Create 8 texture mapped spheres of step 128 and give jvm 100% cpu - result is 72fps.
2 - Create 8 texture mapped spheres of step 128 and give jvm 50% cpu - result is 36fps.
3 - Create 8 texture mapped spheres of step 256 and give jvm 100% cpu - result is 45fps.
4 - Create 8 texture mapped spheres of step 256 and give jvm 50% cpu - result is 22fps.
 
The scene is completely static and the only behaviour attached is an fps counter.  There is a directional and an ambient light.
 
The view never moves, so, under these conditions, the cpu has nothing to caclulate, and the gpu should be doing all the work.
 
So, why is the number of frames rendered proportional to cpu available?  All geometry and textures are already sent ot the graphics card, and no new calculations are being done (short of an fps behaviour).
 
I have your average P1.4 with an average nvidia ti4200.
 
What is the cpu doing? is it resending the geometry every frame?  and how could that be dependent on cpu - should just be DMA calls?  I suppose it could be recalculating bounds, but theres only 8 objects?  Maybe its spending its time sorting through the geometry and seeing if some of the triangles are beyond the back clip, but I thought that was also delegated to the graphics card?
 
vot is going on in da cpu?
 
David Roberts
a java coder... of sorts...

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