On Sat, 5 Feb 2005 20:25:42 -0600, Kent Rosenkoetter <[EMAIL PROTECTED]> wrote:
> On Sat, 5 Feb 2005 02:53:58 -0500, Daniel Phillips <[EMAIL PROTECTED]> wrote:
> > On Friday 04 February 2005 17:46, John Tsiombikas (Nuclear / the Lab)
> > wrote:
> > > > Decent engines do very little overdraw.  Hidden geometry is removed
> > > > before it ever gets to the card.  In ID games, only movable objects
> > > > are dumped into the Z buffer on top of the scenery, which is only
> > > > one pixel deep.  ID puts a huge load on the graphics card, but it's
> > > > not overdraw, it's things multitexturing and more recently,
> > > > shaders.  I don't know too many details about the Unreal engine,
> > > > but I'm fairly confident they don't just dump all their geometry
> > > > onto the card either.
> > >
> > > Not everything is quake though (and it's derivatives). Techniques to
> > > avoid overdraw in 1st person shooters and similar *static* *close
> > > space* environments have been developed to a great extend, but there
> > > are a lot of applications out there that do totally different things,
> > > and most of the time avoiding overdraw is not feasible. Especially in
> > > programs with highly dynamic 3D environments.
> >
> > If you're talking about engineering and real time modelling, those are
> > not twitch games and don't have to keep up a steady 30-60 frames per
> > second.
> >
> > I don't belittle the importance of non-game 3D graphics applications,
> > however I use games to measure performance because everybody else does.
> > If it handles games well, it's going to handle a lot of things well.
> 
> This card will not have the raw power to do gaming of the type you
> mention. And it will not be doing the really massive CAD renderings
> either. But if you want to talk about demanding 30-60 frames per
> second with no lag and frustrating amounts of overdraw, all you have
> to do is look at the /primary purpose/ of the card: compositing
> numerous overlapping windows. That is pretty much entirely overdraw,
> and it unquestionably demands unflinching framerate. Any dip will be
> perceived by the user as slow and incompetent graphics. This is going
> to be our test, the one we cannot fail.

Excellent point.  So, if you need to composite 100 windows, each of
which is 50% the size of the screen, what is your required pixel rate?
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