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#Actualgnomgrol

Posted 12 August 2012 - 01:39 PM

I'm confused. I cut everything out and now I'm just drawing the x-z meshes with the instanced x-z offset per chunk. But the FPS are very very low (~10), drawing 256*256*6 * 30 indices for 30 chunks. Is it that a huge number that it is causing my application to drop that low in speed?? I am drawing it with DrawIndexedInstanced() and it's the only thing drawn. All vertices are visible and send to the GPU. How much indices per Frame are fine to send to GPU to remain good speed on a normal PC?

Structured Buffers seem to be fine for my problem.

#1gnomgrol

Posted 12 August 2012 - 01:39 PM

I'm confused. I cut everything out and now I'm just drawing the x-z meshes with the instanced x-z offset per chunk. But the FPS are very very low (~10), drawing 256*256*6 * 30 indices for 30 chunks. Is it that a huge number that it is causing my application to drop that low in speed?? I am drawing it with DrawIndexedInstanced() and it's the only thing drawn. All vertices are visible and send to the GPU. How much indices per Frame are fine to send to GPU to remain good speed on a normal PC?

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