Quote:> It runs at about 85 FPS, doing 270K triangles per second on my machine
> (Athlon 1800+ 1.5GHz with Geforce 3). In my opinion it looks very good,
> better than what many commercial games uses.
Then my configuration is broken somewhere (regarding OpenGL atleast).
Quote:> The 28M triangles/sec figure is just marketing crap.
They advertise MUCH higher figures in the "marketing crap".
Quote:> Maybe you can achieve this drawing 1 static mesh with
> 28M triangles onto a 1x1 rendertarget with no textures.
I seem to get this performance constantly in "production quality" scenes.
Then again, our models re-use same texture very frequently, we use the "blow
mesh open, planar map, morph back to original morphtarget" -mapping so that
most of the times we get away with one texture per object (assuming that
have enough texels). This reduces number of state changes significantly.
When doing translucent primitives, we determine if the scene can be layered
(say, water, no point bringing translucent water primitives through the
Quote:> Drawing a terrain with CLOD and materials is something completely
I never said it was. I use quadtree myself with pre-tesselated geometry
mipmaps "geomips" and geomorph between the levels where there is transition,
most of the primitives going through this pipeline are static. The goal is
only to have high range of visibility, equivalent of 16K x 16K grids are
piece of cake for arrangement like this as far as fps is concerned. Storage
is another matter, dataset with this size don't fit into memory at full
quality so we have to page. Textures are parametrically defined so higher
quality "unique" textures are quick to calculate into the cache when needed.
28M triangles/sec isn't marketing bullshit, it shoud be the minimum goal to
aim since that's what (this) hardware seemingly can easily do. Just my
$0.02, comments were asked and I gave some based on my own experience in the
matter, it wasn't flame if you wondering. I want to stress that I just found
it bizarre that the framerate was this low, if the work seemed to be
concetrated on *performance* optimization - why else would so much care put
into output of triangle strips). That's all. Now I know it was my system.