This topic is now archived and is closed to further replies.


Optimizing vertexbuffers and more

Recommended Posts

Swede    122
I''m wondering what kind of optimizations you can perform to krank up the performance of your app. I can imagine that sorting vertices in a vertexbuffer in a certain way would be good, but how? Are there any articels on this? What kind of optimizations do Mesh->Optimize() do? Please point me toward any other areas that I should look into!

Share this post

Link to post
Share on other sites
JonnyVix    122
I spent (and still spending) some time on this...
I can say you may try one of the following.
Maybe you wont see any good results with small scenes
but with a lot of stuff running (eg a full ''map'') you''ll
see a great framerate enanchement...

- Avoid drawing objects wich are not in view range
- Avoid re-assigning textures that you have already
used for the previous object.
- Try to put all objects that use the same effects in
the same queue position so that you do not have to change
renderstates continuosly
- Remove faces that you''ll never draw (eg a column placed near
a wall : no one will see the back face ever)...


Share this post

Link to post
Share on other sites
JonnyBoy    122
Make sure you do Optimise on your meshes. As I understand it this is a driver side function, and so the effect is different per card, but the results are a lot. Also make sure your mesh is stored in GFX ram, not system ram. Doing both of these will give a significant boost.

Share this post

Link to post
Share on other sites