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Re: Frame Rate/Performance Tests
[Re: Grimber]
#31904
08/15/04 06:21
08/15/04 06:21
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Joined: Feb 2004
Posts: 347
BigBrainz
OP
Senior Member
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OP
Senior Member
Joined: Feb 2004
Posts: 347
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Quote:
dynamic lights, entity shadows, materials, shaders, all entities, sounds, particals all are rendered in RUN time. so more you got visible at any given time, more time it takes to do all them calculations each frame.
level geometry, more portal surfaces and more varied shadow/light mapping visible the more you want to up the presision levels in the build.
Actually, the interesting thing about this test is that those things had practically zero (negligible) impact on performance. More precise level building--zero impact. # of entities--zero impact. Entity shadows-zero. Shaders and materials--zero (since most cards still revert to A5 mode). Sounds--zero. Removing all of those things didn't do anything to speed up the frame rate.
Now, if you were worried about really fast systems with no geometry bottle-neck, then those concerns would kick in. But for the average consumer PC, it seems that those concerns simply don't matter much compared to geometry count. I think that transparency is also a big bottleneck, but I'm not sure. I'm trying to figure out what else really does matter, but so far all those high-end features are all standing in line behind other, far more significant bottle-necks. Again--on the AVERAGE consumer PC.
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