My question is, would there be a way to get 100,000 particles moving around and drawing with a CPU and NOT a GPU at 30 fps? I know it varies from every CPU, but I consider mine to be decently fast.
I'm currently rending and updating 70,000 particles at 13 - 17 fps, my goal is to have 100,000 particles rendering above 30 fps.
I've found that i'm also limited by D3D's sprite manager. So would it be better for me to create vertex buffers instead?
// 70,000 particles - 13-17 fps
ID3DXSprite *spriteManager;
// Particle stuff
Vector3 Position;
Vector3 Velocity;
D3DXCOLOR Color;
// Draw
spriteManager->Draw(pTexture,NULL,&D3DXVECTOR3(0,0,0),&Position,Color);
Update(float dt)
{
Position += Velocity * dt;
}
Edited by Muzzy A, 12 June 2012 - 09:44 AM.








