Is irrlicht too slow ???

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doqkhanh
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Is irrlicht too slow ???

Post by doqkhanh »

Tris = driver->getPrimitiveCountDrawn()

In Quad core, 8800GT, 4GB DDR2 Ram, 16xQ enabled: My very small demo get around 73 frames per second with 101630 tris.

Is irrlicht too slow ??

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JP
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Post by JP »

There's lots of reasons other than triangle count as to why an app would run slow. And 100,000 triangles is pretty damned high anyway. And you know that 70fps is better than you actually need as most monitors won't even show you a framerate higher than 60fps due to their refresh rate. Do you have vsync on at all? I assume not but that will limit your framerate to the refresh rate of the monitor.

Incidentally are you using my irrAI library there? The red triangle looks vaguely familiar! :lol: If you are using my library then that could be another reason for a low framerate as the library isn't very efficient yet, needs a lot of optimisations before it will be properly usable in anything more than the demos i've supplied.
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MasterGod
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Post by MasterGod »

Sorry I just had to:
Site F.A.Q wrote:Why is the engine so fast?

Lots of people are writing mails to me, telling me that they've evaluated some 3d engines now and are wondering why the Irrlicht Engine is that fast, faster than the other ones. To be honest, I don't know the exact reason. But there are some possibilities:

* The Irrlicht Engine does not use that conservative culling algorithms like most other engines do, which works better on todays 3d hardware.
It uses 16 bit textures by default (but all other formats are possbile too) which enables the engine to transfer and/or display textures 2 times faster than other engines.
* The engine does not relay on lots of other slow libraries, almost everything is implemented directly inside the core of the engine.
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doqkhanh
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Post by doqkhanh »

May be it is because Irrilict is lack of hardware accelerated Vertex and Index Buffer, I supposed?
rogerborg
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Post by rogerborg »

Are you testing with a release or a debug build of Irrlicht & your app? There's a big difference in performance.
Please upload candidate patches to the tracker.
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Gianni
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Post by Gianni »

For me irrlicht not too slow.
Maybe you should try to make more mesh and then merge with each other so decrease the number of triangles to mesh, and then read what he said on FPS JP 8) 8)
Halifax
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Post by Halifax »

May be it is because Irrilict is lack of hardware accelerated Vertex and Index Buffer, I supposed?
Wow, may you could try answering everyone's question:
- Are you using irrAI?
- Is vsync on?
- Are you using a debug or release build?
- Have you tried it without irrAI?
- Have you tried it without vsync?
- If so, what are the results?


Please tell us more about the program, other than that you are just creating a bunch of triangles, and Irrlicht is running slow.
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doqkhanh
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Post by doqkhanh »

Wow, may you could try answering everyone's question:
Sorry for delay,
- I don't using irrAI and any AI operator, no networking, no AI, just render a scene created with irrEdit
- Vsync is off

But, my fault:
- Both irrlicht.dll and my demo builded with a debug build
- All object (terrain, tree) is a static mesh, load with Import/Static mesh in IrrEdit

The new results after using released dll and exe I cannot test because my friend is not free today.

I am sorry, Irrlicht is not slow.
rogerborg
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Post by rogerborg »

Irrlicht may be slow, but you'll only be able to tell by profiling a release build.
Please upload candidate patches to the tracker.
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BlindSide
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Post by BlindSide »

doqkhanh wrote:May be it is because Irrilict is lack of hardware accelerated Vertex and Index Buffer, I supposed?
Yes, but the SVN version in OpenGL has them, so use that.

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