Hello,
Additionally, the maximum is determined under very specific
circumstances. Typcially, this involves one material and set of states
for all geometry, one directional light, no textures, and the triangles
are very very small (minimum fillrate cost).
If you want a better understanding of where the bottlenecks are in your
app, I would recommend grabbing some of NVIDIA's performance tools
which will give you some feedback on how much time is being spent
where. (fillrate pipe, transform pipe, etc.)
http://developer.nvidia.com/object/opengl-performance-tools-gdc-2006.html
Hope this helps. Cheers.
E.
Quoting David Johansson <[EMAIL PROTECTED]>:
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/
_______________________________________________
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/