Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Wed, 15 Jan 1997 17:17:27 +0000
You should certainly factor in the time taken to clear the screen.
I've seen 1ms measured for 1280x1024 on iR.
>
> Question 2: Is there any way to increase the speed of this app to 30Hz?
>
> I found that by eliminating multisampling, turning off the Z-buffer
> altogether, or not clearing the Z-buffer, I can increase the iteration rate.
> Unfortunately, I'm not allowed to change those things, since the test app
> conditions are supposed to match the simulation conditions.
> I also find that moving the observer back just a little speeds things up.
Have you display listed the geometry which you draw?
Have you installed patch 1355?
Draw your larger polygons first if allowed and mix large and
small if you are able.
If texturing then use simpler internal formats like RGB 555.
Try flat shading if you can get away with it.
Make sure modes like blending are disabled.
>
> Question 3: In what way does depth complexity directly affect render speed?
>
> If every pixel of every polygon is compared against the Z-buffer before it
> is drawn, then it should make no difference to speed if I overlap several
> polygon strips or spread them out over the screen (as long as the number of
> pixels remains constant). In each case, every pixel gets compared against
> the Z-buffer once before it is drawn, resulting in the same number of
> comparisons ever time. Is there some other way that depth complexity affects
> render speed, or am I misiniformed with respect to the Z-buffer algorythm?
This is correct, z buffering isn't the only issue but on our systems your
reasoning is fine for a lot of cases. It may help to use simpler texture
filters, and does help to use smaller texture formats, blending & shading.
Small polygons will will not give good fill performance.
Cheers,
Angus
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