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Asterisk Man

FPS and Vertex Tweening Question

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Hi again, I'm currently implementing a MD2 class, which happens to use vertex tweening. I'm currently comparing the perfomance hit when using tweening as opposed to not using it, using a benchmark of 6 models. When running without tweening, I get an average of 950 FPS, however, the models' movement looks choppy as hell. When I turn tweening on, my FPS go down to the 550s. Now, I know that vertex tweening involves some extra calculations on a per vertex basis, as well as doubling the amount of vertices sent through the pipeline, but isn't this drop in performace a little extreme?

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The significance of FPS drop is not linear. A change from 100fps to 50fps is *much* for significant than a drop from 1000fps to 500fps. In short, once you get above a few hundred frames per second, pretty much anything can make those drastic changes. I wouldn't worry about it - vertex tweening has been widely used over the years.

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Hardly... just remember that framerate drop is not linear but a curve. you are sending more vertices so expect a fast drop... but after that you need to add more and more molygons in order to suffer a new drop...

Anyway... make your engine work first... dont worry about framerate...

Luck!
Guimo

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