On Jan 26, 10:44 pm, Tristam MacDonald <[email protected]> wrote: > Which only goes to prove my point: your wave.py example is in no way > bandwidth bound. > > You might be limited by the way you are thrashing the z-buffer with 200x > overdraw. You might be ALU limited in transforming over a million vertices > per frame. You are almost certainly throwing away huge amounts of potential > bandwidth by not cache-optimising those million odd vertices. > > Of course it is an utter disaster - it doesn't in any way test how fast you > can push bytes around on the GPU using OpenGL. > > Instead, it tests how fast you can transform, clip and rasterise one million > vertices - and no one would argue that that is enough to bring even a high > end GPU to its knees. > > -- > > Equally, I can argue that a Ferrari should be able to hit its stated top > speed of 200 km/h, while traveling uphill, in a rainstorm, and towing a > trailer.
Look, you haven't read me right. If I disable everything (drawing, shaders etc.) and do nothing else then the copying, that's how I get out at 75MB/s. That means the card does barely anything else, it doesn't do clipping, drawing, overdraw, shaders, etc. *that* is *why* it is an *utter* disaster, and it goes on to prove my point that something is wrong in the OpenGL3 "we do everything with buffers and get magic performance" land. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
