Textures---->Performance

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skumar
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Textures---->Performance

Post by skumar »

hi,
I am presently in a virtual reality walkthrough project......
While testing for it i got a good confusion....about textures.....

Which is better....consider i use
1. one 1024 x 1024
2. 16 256 x 256

While baking in 3ds max i feel that the option no 2 gives more detail to the mesh..

My confusion is ..is there any performance difference between the two?
i think the resources used are same...

Pros...and miners of irrlicht please give a good description on texture optimization for good quality and performance
skumar
bitplane
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Post by bitplane »

There is some overhead in switching materials and drawing surfaces in the hardware renderers, so if everything is one surface using a single material you should see a significant performance increase.
SVN trunk now supports hardware vertex buffers, which will boost performance significantly on all modern graphics cards (1.4.x sends vertices to the video card every frame), so you should use the head of svn trunk and enable hardware buffers for maximum performance.
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skumar
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Post by skumar »

thanks bitplane....

i am trying to develop a very optimized app....many of indians have a computer without graphics card....i am trying to get my app run well on that system too...
skumar
Mirror
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Post by Mirror »

well if they have computers without graphics cards i don't see how VBOs will help you. Do integrated graphics chips support VBOs ?
skumar
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Post by skumar »

currently i am optimizing my apps using low polycount and low res textures....but the quality gets lower.....

When i tested on mayantique computers..via chipset|128mb|AMD athlon

A well textured model with about 20000 polys can do well
skumar
skumar
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Post by skumar »

How much these commercial games occupy in ram while running....

When i run my virtual walk..a big onE!!!! About 210MB was occupied ...

is that a problem...?
skumar
JP
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Post by JP »

Depends how much RAM is available and whether your app is going to be the main/only one running (full screen) or whether it's windowed and there's gonna be other apps running at the same time and switching between them.

Most people must have upwards of 512mb of RAM (if not 1GB) so you should be fine with 210mb.

So depends what your target spec is, if you want to support ye olde 486 PCs then you're screwed, if you only want to target NASA's super computers then you're laughing!
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skumar
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Post by skumar »

thank gp.....

I am optimizing my level best for better performance...

Soon i will post a demo of that in my projects page.....
skumar
skumar
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Post by skumar »

Does anyone know some program that can monitor and summarize the memory usage pattern of an app....

I think that type of check is necessary to optimize my app....more over that i can get some untrapped runtime behaviors....
skumar
kingdutch
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Post by kingdutch »

Tried ctrl + alt + delete? Works for me most of the time.
if (msg.getRubbishFactor() > rubbishLimit) { ignorePost(); cout << how it should be done << "\n"; }
Riki
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Post by Riki »

kingdutch wrote:Tried ctrl + alt + delete? Works for me most of the time.
I preffer ctrl+shift+esc :lol:
skumar
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Post by skumar »

i know this ...its simple...i can get the memory....

what i asked is a software that will show the memory usage of an application over a period of time , preferably in a graphical format....

We cant get the task manager if my irrlicht app is running fullscreen...
skumar
bitplane
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Post by bitplane »

start->run->perfmon.exe
You can monitor all kinds of memory specific counters for any given process.

But I doubt this is what you need, you'll want something that allows you to break down the memory usage inside your application before and after calling Irrlicht functions. For this I'd use the performance counter API manually inside your application, which is just the same as using perfmon.
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skumar
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Post by skumar »

thanks bitplane.....

I dont need the inner memory usage....

perfmon is more than enough....
skumar
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