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5000 particles running at 200 fps

Here is a single surface stress test mentioned in another thread. I'm interested in knowing what kind of framerates some of you get with this. I have posted some results for extreme tests (20,000 particles) below.
Below is the readme included with the .zip
____________________________________________
This is a stress test for a single surface particle system written in Blitz3d.
controls:
Space - toggle FPS lock
a/z rotate sprites
s/x scale sprites
mouse to move the camera
mouse wheel to zoom in and out.
When you run the program you will be prompted to enter a number of particles. Polygon count will be twice this, since each particle is made up of 2 triangles.
You can toggle the locked frame rate by pressing the space bar This will toggle between 60 fps and whatever speed your computer can handle. This engine does not do frame skipping so if it can not maintain 60fps it will dip below that. Fortunately it takes thousands of sprites before the frame rate dips this low.
Every particle is updated every frame as you can see by the texture animation playing.
You can see what happens when a transform is applied by pressing a/z to rotate every particle, or pressing s/x to scale every particle. In my tests, the frame rate remains constant.
Here are my results on my "fast machine"
1000 particles
locked framerate: 60 fps
unlocked Framerate: 750 fps
5000 particles
locked framerate: 60 fps
unlocked Framerate: 200 fps
10000 particles
locked framerate: 60 fps
unlocked Framerate: 67 fps
20000 particles
locked framerate: 29 fps
unlocked Framerate: 29 fps
I don't have the numbers for my "slow machine", but I am still able to get 30 fps with 10,000 particles on screen,... this is far more than I will ever need in my game. Running several thousand will result in frame rates of a solid 60 fps (Which is locked by the game engine)
5000 particles running at 200 fps

Here is a single surface stress test mentioned in another thread. I'm interested in knowing what kind of framerates some of you get with this. I have posted some results for extreme tests (20,000 particles) below.
Below is the readme included with the .zip
____________________________________________
This is a stress test for a single surface particle system written in Blitz3d.
controls:
Space - toggle FPS lock
a/z rotate sprites
s/x scale sprites
mouse to move the camera
mouse wheel to zoom in and out.
When you run the program you will be prompted to enter a number of particles. Polygon count will be twice this, since each particle is made up of 2 triangles.
You can toggle the locked frame rate by pressing the space bar This will toggle between 60 fps and whatever speed your computer can handle. This engine does not do frame skipping so if it can not maintain 60fps it will dip below that. Fortunately it takes thousands of sprites before the frame rate dips this low.
Every particle is updated every frame as you can see by the texture animation playing.
You can see what happens when a transform is applied by pressing a/z to rotate every particle, or pressing s/x to scale every particle. In my tests, the frame rate remains constant.
Here are my results on my "fast machine"
1000 particles
locked framerate: 60 fps
unlocked Framerate: 750 fps
5000 particles
locked framerate: 60 fps
unlocked Framerate: 200 fps
10000 particles
locked framerate: 60 fps
unlocked Framerate: 67 fps
20000 particles
locked framerate: 29 fps
unlocked Framerate: 29 fps
I don't have the numbers for my "slow machine", but I am still able to get 30 fps with 10,000 particles on screen,... this is far more than I will ever need in my game. Running several thousand will result in frame rates of a solid 60 fps (Which is locked by the game engine)