Hey, i've been running some test lately to get some performace results. Looks like i can get about 30,000 polys on the screen in one 1 milli..which is great because my goal was about [30-40],000 polys on the screen at once. While i was doing my test tho, i had a cal that predicted the number of polys a sec it can do. When ther was about 55,000 ploys on the screen...it was sayin stuff like 27,000,000 polys a sec(theoridicly). When i had about 5 million on the screen..it was goin about 3 fps a sec which means 5 million * 3fps = 15 million per sec theoridicly. That's a big drop
So i was thinking...is it faster to say have things render in a few pasts. Say i have a cube. And i have say 50 pivots. only 1 cube tho. Each Pivot contains Rotation and Position.. So i was thinking if i just made the cube match a pivot then render with CameraClsMOde cam, 0,1 and put it in a for-next loop for 1-50 and render each time. Would that be overall faster than having 50 cubes on the screen. I was thinking about maybe a forest with alot of trees..u can have 1 tree with pivots and many seemly faster small renders, compared to having 3000 trees with their own position and rotation.
Has anythign looked into this. I know i'll have to make sure i organize render order, that's not too bad.
Now maybe tryin to have 3000 renders of one tree can cause some problems i figured, especially with render order gettin out of control maybe.
Do u have any experience with this?
I'll like to pretty much do anything that can get FPS high because i want to have at least 5-12 milli do everything else in the game expect render period(AI, Collision, and such) I have alot of ideas on how to Free up process and stuff like with AI and such.
So multi render > single render in some cases or what's the deal?
So i was thinking...is it faster to say have things render in a few pasts. Say i have a cube. And i have say 50 pivots. only 1 cube tho. Each Pivot contains Rotation and Position.. So i was thinking if i just made the cube match a pivot then render with CameraClsMOde cam, 0,1 and put it in a for-next loop for 1-50 and render each time. Would that be overall faster than having 50 cubes on the screen. I was thinking about maybe a forest with alot of trees..u can have 1 tree with pivots and many seemly faster small renders, compared to having 3000 trees with their own position and rotation.
Has anythign looked into this. I know i'll have to make sure i organize render order, that's not too bad.
Now maybe tryin to have 3000 renders of one tree can cause some problems i figured, especially with render order gettin out of control maybe.
Do u have any experience with this?
I'll like to pretty much do anything that can get FPS high because i want to have at least 5-12 milli do everything else in the game expect render period(AI, Collision, and such) I have alot of ideas on how to Free up process and stuff like with AI and such.
So multi render > single render in some cases or what's the deal?