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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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