VBOs not giving any performance
32 bytes is usually for the pre-transform cache. I wouldn't get too hung up on it though, you have to be doing some pretty weird stuff to get vertex fetch bound on a modern card, especially if fetching from VRAM. Generally the speed of your shaders and how well you reuse the post-transform cache are going to be much bigger influences on vertex throughput.
Have you tested your own code rather than someone elses application? My game works on the 6600 with vbo's just fine. With two of these cards I get 1.8 Million triangles running at 34 frames per second. Try pushing more than 250,000 because you should still get good a good framerate.
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