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| A little note about performance; very crucial | |
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| Tweet Topic Started: Mar 13 2009, 11:38 PM (471 Views) | |
| Eansis | Mar 13 2009, 11:38 PM Post #1 |
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ghost
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I was doing a little benchmarking today and ran across an interesting thing. I ran a test which did 500 raytracing calls for a 10000 polygon mesh each step, and I got about 70 fps. I scaled the mesh by a factor of 100 and guess what. The fps went down to about 1. So, what I gathered from the test were two things: 1. Keep your mesh as small as possible (small polycounts and small size.) 2. Small physical size is just as important as small poly counts, if not more so. I knew size had some affect towards collision performance, but I had no idea the effect was so considerably immense. My guess is the ray tracing uses some sort of frustrum culling. To those in disbelief, yes, I did scale the mesh in the modeling software (not per step.) Edited by Eansis, Mar 13 2009, 11:39 PM.
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| Dr. Best | Mar 14 2009, 12:54 AM Post #2 |
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Administrator
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It is not frustum culling, it is a ray intersection test for bounding boxes, which is performed before the triangle intersection test. And it is done for terrain tiles and for models, which do not use skinning. Models with skinning and primitives do not do it. |
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