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Xtreme

Measuring Triangles/s and my results!

6 posts in this topic

hi, I have a question on how to measure how many triangles/sec. Basically i have a object composed of 3000 vertices, and have a counter which is incremented each time i draw only one triangle. I then log the number of triangles it has counted after exactly one second. Is this the right procedure? On my P3-700, with a Geforce2Ti, I get 1183FPS and only 4.4Million triangles/s rendered when this video card is capable of up to 31 million! Seems like i am long way off the actual triangles it can render. Or are my measurements wrong? On a PII-400 with a Matrox G200, i can only reach 70FPS with 400,000 rendered (a low number) I am using Win2K SP2 with the latest nvidia OpenGL drivers for the Geforce2Ti.
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I think that the 31 million triangles is for untextured and un-lit triangles. If your object is textured and lit then it would take longer to draw, thus decreasing triangles.

Go on an Intense Rampage
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Depends of what mode you''re using to render the triangles...
Usually you get top performance with vertex arrays rendering triangle strips, not by rendering triangle by triangle.
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actually my triangles are not textured, nor lit.
I just call GL_TRIANGLES then do the ordinary glVertex3f() calls.
I actually got lower triangles/sec when using GL_TRIANGLE_STRIPS!
don't know why...

but would you guys know the proper way of measuring triangles/sec or am i doing the right way already?

230,000 triangles seems pretty low
for a unlit object, and no textures applied.

anyway, this is what my log file shows from a P2-400, matrox G200, latest drivers, Win2K. :


Starting Demo...

Video Card Details
------------------
Matrox Graphics Inc.
Matrox G200 1.1.3 Dec 20 2000

Extensions supported:
GL_Autodesk_facet_normal
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_compiled_vertex_array
GL_EXT_packed_pixels
GL_EXT_stencil_wrap
GL_EXT_texture_edge_clamp
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_WIN_swap_hint
WGL_EXT_swap_control

F3ds class initialised successfully
Loading scenes/tree.3ds(108697 bytes)
Loading object: TRUNK01
(456 vertices)
(456 faces)

Loading object: TRUNK02
(432 vertices)
(432 faces)

Loading object: STEM01
(413 vertices)
(540 faces)

Loading object: LEAF01
(2661 vertices)
(2210 faces)

Loading object: CROWNSHA01
(39 vertices)
(63 faces)

Completed loading scenes/tree.3ds
Texture class initialised successfully

Loading textures/splash.jpg(66874 bytes)(512x512 pixels)
Texture loaded into memory
Mesh class initialised successfully
Timer Initialised
Peak Triangles per second: 230918
Top frame rate: 63fps

Edited by - Xtreme on November 20, 2001 7:25:24 PM
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Not sure if its of any use but i made a similar experiment once. This was in a complete 3D engine with textures, lights and physics, using display lists.

Anyway, on my system a PII400 with a voodoo3 3000 i could push it to around 350000 tris/sec.

Thought you might be interested


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try here

http://www.delphi3d.net/listfiles.php?category=4

measure the performance of the samples here against yours - if yours is slower, then it''s you''re rendering techinques!
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