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Intel HD 2000 Performance estimation on this scenario?


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#1 lucky6969b   Members   -  Reputation: 530

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Posted 17 November 2012 - 04:38 AM

I am particularly interested in using shadows in my game
So I have all of this background info
1) No background programs
2) QT
3) Database calculations (Berkeley DB)
4) Cooperative pathfinding
5) 2000-3000 agents
6) Physics
7) Some customized algorithms
8) IK and other rigid animations
9) xoliulshader.fx

Can a mobile quad core CPU for Intel HD 2000 keep up with a minimal frame rate of 25 in this case?

Edited by lucky6969b, 17 November 2012 - 09:38 PM.


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#2 Bacterius   Crossbones+   -  Reputation: 7981

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Posted 17 November 2012 - 05:11 AM

With so many variables, the answer clearly is "benchmark it". It's impossible to give even a ballpark figure in this scenario.

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#3 samoth   Crossbones+   -  Reputation: 4467

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Posted 17 November 2012 - 10:32 AM

To elaborate on the totally correct answer above:
Something like "database calculations" could mean anything from a dozen requests that take thousand CPU cycles each (which is nothing) to thousands of request per second, of which maybe 4 or 5 will blocks in disk I/O (which is something like 2-3 frames at your desiered frame rate).

Similar can be said about "pathfinding" and "physics" which may have a complexity 4 or 5 orders of magnitude different based on some "minor implementation details". Physics simulations can run at upwards of 100fps on a single CPU core, and physics simulations can take 2-3 minutes for one frame on a dedicated GPU. IK can be immensely complex, or very simple (basically free, in some cases), depending on the implementation.

2000 agents that do not much except follow a target and shoot it (maybe in a group) are different from 2000 agents that are scared, get hungry, seek for cover, and call for help.

"Using shadows" can mean at least 4 entirely different things (fake ground shadows, projected shadows, shadow volumes, shadow maps) and roughly 50 variations of the latter two with a gigantic span from one end to the other.

The question as such just can't be answered, given the details.

#4 Hodgman   Moderators   -  Reputation: 27051

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Posted 17 November 2012 - 07:22 PM

Intel HD 2000 is a GPU and most of those items are only relevant to the CPU.

Can a mobile quad core CPU for Intel HD 2000 keep up with a minimal frame rate of 25 in this case?

Yes... if all those things that you've listed take less than 40ms to compute Posted Image You'll have to add timers to your code to keep track of how long each part takes per frame, and then optimize them until they do take under 40ms.

As for the quad-core part -- do you use 4 threads?

Edited by Hodgman, 17 November 2012 - 07:24 PM.





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