From: Dick Rous (dick++at++sgi.com)
Date: 07/19/2002 00:27:18
Another possibility is that you are over-subscribing texture memory.
Switch on GFX statistics and see if there is any texture downloading
taking place. If so, divide the dimensions of your textures by 2, and
see if the problem persists.
Cheers,
Dick.
-----Original Message-----
From: Marcin Romaszewicz [mailto:marcin++at++sgi.com]
Sent: Thursday, July 18, 2002 20:26
To: Krajcarski, Rob
Cc: 'info-performer++at++sgi.com'
Subject: Re: [info-performer] Texture/fill-rate performance
On Wed, 17 Jul 2002, Krajcarski, Rob wrote:
> Hello,
>
> I'm trying to improve the performance of an application that is being run
on
> an InfiniteReality Onyx machine. Right now the current bottleneck seems
to
> be the fill rate, at least thats what the frame stats indicate (its a
stereo
> application, 2xVGA resolution, draw times are about 5ms each channel, with
> the fill time looking like 12ms).
>
> I've made sure that I've done the steps that I could find for improving
fill
> performance, like clearing the buffer right away. Now the next thing I
> tried was to look at expensive fill modes (pfAntialias/pfTransparency).
> What I was suprised to see was that the fill time completely disappeared
> when I got rid of textures. Now I was under the impression that texturing
> was 'free' on InifiniteReality machines....so then I got confused..
>
Texturing on IR is practically free for 16 bit internal formats. 24 and 32
bit formats have a hit, though I don't know how much of a hit it is. See
if setting a 16 bit format on your pfTextures helps.
> My question is really what factors/situations does texturing lead degraded
> fill performance. Any help on this matter would be greatly appreciated..
>
> Thanks
>
> Rob Krajcarski
>
> -----------------------------------------------------------------------
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