Hi!
We made deferred rendering (one texture for surface of display, first rendering to a texture, next we use texture for rendering(in other technique) to BackBuffer(in future is screen).
In shaders we only use a multiplication matrix on the vertices. We don't use any lights and other things. We have one texture with size 512x512.
FPS with parameter [color=#000000][font=verdana, arial, sans-serif]
d3dpp->PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE is 58.[/font]
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What is the problem?[/font]
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Scene contains is about 560 000 triangles.[/font]
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driver: 296.10 nvidia geforce Windows 7 64-bit[/font]
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Alternatively you could be doing something that is stalling the pipeline, and - especially if you're doing it multiple times per frame - that could account for low perf. Generally, trying to lock a resource that is currently in use by the GPU will do this, as will locking the backbuffer. So check for those.
Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.