I've read that the optimal number of triangles in order to maintain 60fps that the GPU can process is something between 1500 and 4000.
Found this interesting link:
http://nuclexframework.codeplex.com/wikipage?title=PrimitiveBatch&referringTitle=Nuclex.Graphics
But according to this presentation about nvidia http://origin-developer.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf?q=docs/IO/8230/BatchBatchBatch.pdf, the question is not how many triangles per batch, but how many batches per frame!
Following that last link, the conclusions that can be drawn are:
- Number of vertexes per batch: whatever between 1 and 10.000.
- Number of batches per frame (CPU bound): 25k * GHz * Percentage_available_for_draw_calls/Framerate
- Bad performance at a small number of vertexes per batch could mean:
- GPU vertex engines are idle but the triangles itself could be expensive
- CPU bound --> add triangles for free!
- GPU idle: add complicate pixel shaders for free!
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