Framerate is low on Intel
Members - Reputation: 101
Posted 06 September 2012 - 12:33 PM
On the dev machine, when I'm drawing just the environment (just a grid on the "floor") I get 214 fps. When I add an object with 100,000 polys, that drops to 156.
On the laptop, I actually get 278 fps when drawing just the environment. But when I add the same 100k poly object, the framerate drops to 28.
I'm using display lists, with no textures. I'm trying to figure out VBOs right now, but that's going slowly.
So I'm wondering what to do about this. Are display lists not supported on Intel? Would VBOs work better?
Senior Moderators - Reputation: 7255
Posted 06 September 2012 - 01:09 PM
As to your broader question, VBOs would probably be faster, but not by much on an integrated GPU. Integrated GPUs use a portion of main memory as video memory, which lets them avoid the cost of throwing vertex data across the PCI bus (tl;dr display lists are quite fast on integrated GPUs).
Members - Reputation: 791
Posted 06 September 2012 - 09:07 PM
Thanks. I'm a little reluctant to switch to VBOs at this point, especially if the gain won't be much.
VBO's look really complicated at first but start to make sense if you just take a half hour and really just study some example code you will get them. The performance gain will be massive if you are currently using glbegin/glend but if you are already using vertex arrays then it won't be huge but still measurable.
All in all glbegin/glend sucks for speed on anything.
you know you program too much when you start ending sentences with semicolons;