Textures---->Performance
Textures---->Performance
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
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
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.
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.
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!
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!
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.
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.
