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HexDump

Why is this eating so much FPS?

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Hello, I´m rendering a simple piramid. Its material is just a diffuse color, it doesn´t have texture, etc.... And it has only 8 polys. If I see the pyramid from the far, I get a nice 300 fps, but as I get closer fps are decreasing, but not just a little, when I´m really close, I get 130 fps. Is this something that should happen?, I think, it doen´t. Thanks in advance, HexDump. [Edited by - HexDump on September 15, 2004 4:13:39 AM]

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I have a ATI RADEON LE. It is a slow card, but not this slow :).


And Yes, I think it is a fill rate problem too, but don´t know where to look to fix it. Any Help?

Thanks in advance,
HexDump.

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What are you doing each frame? Simply calling DrawPrimitive? Or are you creating and destroying the vertex buffer? And what states are instantiated, such as filtering and alpha blending? And how big is your back buffer?

Chris

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Although it might be problem with your video card / program, could it just be the way that fps is measured ?

I read the following yesterday and was quite surpised :

http://www.mvps.org/directx/articles/fps_versus_frame_time.htm


Wyzfen

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Guest Anonymous Poster
Doesn't sound like a fillrate problem , cards have been filling the screen since 1980's :) ... The overdraw of rendering a pyramid seems trivial. It's funny how people will instantly assume it's their crappy hardware and not their crappy coding. Just think for a second, if you cannot get 4 triangles to render at lightning speed on the screen which is a feat Macromedia Flash can deliver, then its your code ... So the simple answer to your question is POST SOME INNER LOOP RENDERING CODE. I agree with Supernat02, sounds like your destroying and creating objects/buffers every frame. What I would suggest to do is check out the simple DX tutorial examples that come with DX9 SDK, they have simple triangle rendering code. Try that, add some more triangles, till you get a pyramid and then voila, see if your still having the same problems.

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Overdraw causes fillrate issues.

And even if he would recreate buffers every frame, it wouldn't impact framerate according to view point distance.

If this is with DX, you could try out disable specular, alphablending, lightning, texture etc..

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If he's running that card at 1600x1200, he may have a fillrate problem. Cards may have been filling the screen since the 1980's, but the screens didn't have so many pixels until recently. ;-)

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well, I can render for example a 40000 faces mesh (not all tris seen) and I get 125 frames. The problem is when I get really close to the polys.

HexDump.

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