Initial results...

Published April 30, 2006
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Non-indexed triangle list: 6.76 million triangles/second
Indexed triangle list: 21.46 million triangles/second

Jack
0 likes 4 comments

Comments

siaspete
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.

But I may have missed the point, since your post is very brief! :-)

I enjoy reading your journal BTW.
April 30, 2006 03:11 PM
jamesw
Why can't you use queries? 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?
May 01, 2006 03:06 AM
jollyjeffers
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...

I specifically kept it short-and-sweet as an indication of things to come [wink]

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.

Cheers,
Jack
May 01, 2006 09:27 AM
Cypher19
R2VB triangle list: Probably like a billion!
May 01, 2006 11:23 AM
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