Hi,
I am having a bit of trouble with Blitz's framerate and was hoping to get some opinions as
to why this could/should be so.
Tell me if this logic is incorrect:
I have a model with 60 triangles and 1 surface. On my PC (500 Mhz, GeForce 2MX)
using Blitz I can easily have about 100 of them in the viewport at one time, usually
on a terrain( with LOD of 500). I noticed when fiddling around with the mesh earlier that if I had 2
surfaces I could only have about 40-50 of them in the viewport easily and only about
20 of them if I had 4 surfaces.
So I concluded that my system should be able to handle 6000 polygons easily on the screen
at any one time (60 triangles multiplied by the 100 models). Therefore, if I used quads,
a polygon with just 2 triangles I should be able to have at least a thousand of them on
screen at one time.
This is the problem though:
I can still only have about 100-150 of these quads on the screen at once without incurring
massive slowdown. Yet that is only 2-300 polygons as compared to the 6000 or so that were
rendered when I used the mesh with 60 polygons. This is the case regardless of whether I
am updating the models position every frame or simply leaving them in place and moving the
camera around.
It seems that when I have more than about 200 entities in total in the 3d world I get real
slowdown. But - when I run some of the samples, like the Firepaint3d sample which has about
3-400 entities at any one time on my PC they run fine.
Is there something I might be doing wrong or have missed out on?
I am using the latest version of Blitz3d on a Windows 98 500Mhz PC with a Geforce 2 MX 32 Mb RAM
with 256Mb system RAM.
Updated message:
I began playing around with the Tween parameter and that seems to have fixed the problem to an extent. I can now have a larger number of entities on the screen at once, although I am unsure of how to best use it.
I am having a bit of trouble with Blitz's framerate and was hoping to get some opinions as
to why this could/should be so.
Tell me if this logic is incorrect:
I have a model with 60 triangles and 1 surface. On my PC (500 Mhz, GeForce 2MX)
using Blitz I can easily have about 100 of them in the viewport at one time, usually
on a terrain( with LOD of 500). I noticed when fiddling around with the mesh earlier that if I had 2
surfaces I could only have about 40-50 of them in the viewport easily and only about
20 of them if I had 4 surfaces.
So I concluded that my system should be able to handle 6000 polygons easily on the screen
at any one time (60 triangles multiplied by the 100 models). Therefore, if I used quads,
a polygon with just 2 triangles I should be able to have at least a thousand of them on
screen at one time.
This is the problem though:
I can still only have about 100-150 of these quads on the screen at once without incurring
massive slowdown. Yet that is only 2-300 polygons as compared to the 6000 or so that were
rendered when I used the mesh with 60 polygons. This is the case regardless of whether I
am updating the models position every frame or simply leaving them in place and moving the
camera around.
It seems that when I have more than about 200 entities in total in the 3d world I get real
slowdown. But - when I run some of the samples, like the Firepaint3d sample which has about
3-400 entities at any one time on my PC they run fine.
Is there something I might be doing wrong or have missed out on?
I am using the latest version of Blitz3d on a Windows 98 500Mhz PC with a Geforce 2 MX 32 Mb RAM
with 256Mb system RAM.
Updated message:
I began playing around with the Tween parameter and that seems to have fixed the problem to an extent. I can now have a larger number of entities on the screen at once, although I am unsure of how to best use it.