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#ActualErik Rufelt

Posted 28 July 2012 - 06:06 AM

I would like to ask again, what hardware are you running on?
If this is integrated laptop graphics or similar that explains the low FPS, and vertex count can become more important.

I certainly don't mean to argue against the good points about state changes, but considering the code posted they will probably have close to zero impact in this case. All chunks in one buffer is probably better, but if you get bad FPS from drawing 9 chunks of 256x256, and the terrain drawing is actually the bottleneck, then you'd need like a thousand state changes per chunk to notice a major difference.

Just to set a performance baseline, create a small test program that draws a 1024x1024 or similar terrain with a single vertexbuffer and a single draw call and absolutely nothing else, to determine what your computer is capable of.

#1Erik Rufelt

Posted 28 July 2012 - 06:04 AM

I would like to ask again, what hardware are you running on?
If this is integrated laptop graphics or similar that explains the low FPS, and vertex count can become more important.

I certainly don't mean to argue against the good points about state changes, but considering the code posted they will probably have close to zero impact in this case. All chunks in one buffer is probably better, but if you get bad FPS from drawing 9 chunks of 256x256 then you'd need like a thousand state changes per chunk to notice a major difference.

Just to set a performance baseline, create a small test program that draws a 1024x1024 or similar terrain with a single vertexbuffer and a single draw call and absolutely nothing else, to determine what your computer is capable of.

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