From: Ken Schwarz (kschwarz++at++sgi.com)
Date: 09/12/2002 13:47:34
A classic problem. From your description is sounds like the trees
currently *are not* billboards. Billboards have the potential to
greatly reduce your polygon count and therefore increase the resulting
framerate. You didn't mention if this was a ground-based visualization
or an air scenario. A combination of smart culling and billboards will
help greatly for a ground simulation. At some point you can do your own
billboarding internally to avoid having to rotate *every* object for
every frame. This can be especially important for air simulations.
Above all make sure the database is organized spatially:
Best,
Ken
John Breedlove wrote:
>Hi all,
>
>I'm looking for a few tips for optimizing performance (other than the ones
>listed in the manual). I have a forest made of several different tree
>models (around 50 different ones created in 3D Studio and converted to
>.pfb). There are about 800,000 polygons on the screen at one time. I was
>working on a P3 700Mhz/Geforce4 Ti4600/384MB SDRAM, and got around 5-9 fps.
>I recently upgraded to a P4 2.53Ghz/Geforce4 Ti4600/2GB PC800 in the hopes
>of improving performance, but it is still pretty much the same. Any
>suggestions on how I can improve performance? I plan on using LOD nodes
>with billboards or IBRnodes to help, but I was wondering if there is
>anything else I should be trying.
>
>Thanks,
>John
>
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-- .. Ken Schwarz Technical Consultant SGI Dallas kschwarz++at++sgi.com .. .. 972.628.3232 W/972.902.9639 Pager http://reality.sgi.com/kschwarz .. .. Brain: Pinky, what rhymes with June? Pinky: No it doesn't. .. .. SGI in the marketplace at http://www.sgi.com/company_info/dyk/ ..
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