Hi, doesnt know if this helps.

But, wouldent
150 million triangles per sec be equal to 1 million triangles rendered
at 150 fps?
If so, your 3 million triangles * 20 fps be equal to 60 million
triangles per sec.

I think that they play around a bit with the numbers to be able to
give you the most impressive value.

Anyways, something to think about, if not done allready.

Regards
David



On 7/29/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Yanling,

To get maximum throughput you need to use VBO's and break your
geometry up into chunks of say around 1-10,000 vertices each.

Robert.

On 7/29/06, Yanling Liu <[EMAIL PROTECTED]> wrote:
> Hi, does any of you guys achieve the maximum throughput about triangle
> rendering of your video card? I am asking this is because my program running
> on a NVIDIA Quadro FX 3400 + Xeon 3.6G single CPU could render a human brain
> model having 3 million triangles at 20 fps. According to NVIDIA's website, a
> Quadro FX 3450 has theory maximum throughput 150 million triangles per
> second. (I guess 3400 has no big performance difference with 3450). So the
> card could process about 7 million triangles per frame at 20 fps rendering
> speed. Apparently my program is far away from my video card's maximum
> throughput. I already used space partition to speedup and I have no idea
> where is the bottle neck. Could anyone help me to know the difference
> between the theroy maximum rendering throughput and practical throughput
> when we rendering something? Say if the card could process 150 million
> triangles, what is the typical practice performance? 50 million triangles?
> 100 million triangles? could we achieve the maximum throughtput by some
> special optimization?
>
> Two more things need to be mentioned: 1. I did not use triangle strip.
> Instead, I have used DrawArrays using PrimitiveSet::TRIANGLES. Also there is
> not much difference if I switch to DrawElementsUInt. 2. displaylist has been
> used in my program.
>
> Thanks ahead!
> Yanling
>
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>
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