Non-indexed triangle list: 6.76 million triangles/second
Indexed triangle list: 21.46 million triangles/second
Jack
Quote:I'm pretty sure I read on an NVIDIA presentation a few years back that the vertex cache only works when using indexed geometry. I guess this is still the case.That would be true (if you think about it, it cant possibly work with non-indexed). It is also part of the point of this entry...
Quote:I enjoy reading your journal BTW.Excellent! Hopefully have a more in-depth and interesting entry in the next couple of days...
Quote:Why can't you use queries?If I call ::CreateQuery( <id>, NULL ) I get E_NOTAVAILABLE - which, as per the docs, indicates that you cant use that query.
Quote:I have a 6800 GT with retail drivers (84.21) and I use the VERTEXSTATS (only works in d3d debug) and OCCLUSION queries. I haven't tried any of the other ones though, are those what you don't have support for?I'm pretty sure I've got both of those queries, but sadly neither of them are what I want (I want release/retail info) - I particularly want D3DQUERYTYPE_CACHEUTILIZATION, D3DQUERYTYPE_VERTEXTIMINGS and D3DQUERYTYPE_PIPELINETIMINGS.
But I may have missed the point, since your post is very brief! :-)
I enjoy reading your journal BTW.