This has always bugged me...
Why is it running slower even though it's rendering less ?!
addMeshSceneNode gives me a constant 60fps while octree gives 45-55fps
I'm using a Galaxy S2 which is the top phone hardware-wise at the moment, others are getting 30-40fps average with addMeshSceneNode in the same map I'm using.
Any thoughts on this ??
(Android) Octree slower than addMeshSceneNode..
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Re: (Android) Octree slower than addMeshSceneNode..
The overhead of an octtree will make it slower than a normal mesh node if the mesh you're using it on isn't complex. How complex is your mesh?
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Re: (Android) Octree slower than addMeshSceneNode..
Polygons: 11167Lonesome Ducky wrote:The overhead of an octtree will make it slower than a normal mesh node if the mesh you're using it on isn't complex. How complex is your mesh?
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Re: (Android) Octree slower than addMeshSceneNode..
you should really have about 64kb of vertex data per draw call, so that works out to (pos,tcoord,normal,color = (4+2+3+1)*4=36)*3=108 or so bytes per triangle. This means about 606 triangles, so your mesh should have no less than 512 triangles in your octree node (actually on PC I recommend 2048).
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Re: (Android) Octree slower than addMeshSceneNode..
setting the hardware mapping hint (i.e. using hardware buffers) should in most situations, also on mobiles, give a better performance than octree. Moreover, octree is trading cpu time for gpu bandwidth. On mobiles, cpu time is also very limited.
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Re: (Android) Octree slower than addMeshSceneNode..
ehh sorry I posted this in the beginners forum, but I think I know what you mean.devsh wrote:you should really have about 64kb of vertex data per draw call, so that works out to (pos,tcoord,normal,color = (4+2+3+1)*4=36)*3=108 or so bytes per triangle. This means about 606 triangles, so your mesh should have no less than 512 triangles in your octree node (actually on PC I recommend 2048).
You mean (scene::EHM_STATIC) ?hybrid wrote:setting the hardware mapping hint (i.e. using hardware buffers) should in most situations, also on mobiles, give a better performance than octree. Moreover, octree is trading cpu time for gpu bandwidth. On mobiles, cpu time is also very limited.
Ya I'm using that it's probably why the frame rate is better than octree.