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Low FPS

Posted: Wed Apr 30, 2008 1:20 pm
by Scripter
I have a problem with the fps in a project im working on, regarding the rendering time. We have 29000 primitives(Polygons) in our scene and ive timed the rendering function which takes 15-16ms = about 62,5 FPS. Then add physx and someother stuff and we have 40-50FPS. All this seems a little bit low, ive coded Directx 9.0c demos with 100k polygons with higher FPS then this.
Computer specs: Intel Core2 6300(1.86ghz), 1gb ram, Geforce 8800GTS

Does anyone have a good reason for all this, maybe a quick fix for this? Because as it is now, its not playable(we havent even added in other players to play against)
We have tryied alot of Culling options, Z-enable/write and so on, still nothing.

We are using EDT_DIRECT3D9.
Thx
/Scripter

Posted: Wed Apr 30, 2008 1:39 pm
by hybrid
29k polys doesn't say too much about the actual scene. How many materials do you use, how many scene nodes are there? What parameters do you choose when creating the device, do you think that VBOs wiould help?

Posted: Wed Apr 30, 2008 2:39 pm
by twilight17
Maks sure your building and testing in release not debug! That happened to me once and I freaked out :oops: :lol:

Posted: Wed Apr 30, 2008 4:56 pm
by rogerborg
With a release build of Irrlicht too!

Vertical Sync.

Posted: Wed Apr 30, 2008 6:54 pm
by Danny Gilbert
Check if you use Vertical Sync....
vsync if I remember.

Set it to FALSE.

Posted: Wed Apr 30, 2008 9:13 pm
by twilight17
rogerborg wrote:With a release build of Irrlicht too!
Oh yeah dude! Forgot about that :oops:

Posted: Wed Apr 30, 2008 9:33 pm
by BlindSide
They are probably using stencil shadows :P But yes,

Polygon counts are largely irrelevant these days, most recent graphical applications on modern hardware are fillrate limited, this means that the low fps is not caused by vertex transformations but by the size/amount of textures, lighting and special effects.

How about a screenshot or a demo, when we see this we can more accurately describe whats causing a slow-down.

Cheers

Posted: Thu May 01, 2008 11:02 pm
by hybrid
We already discussed some stuff on IRC. It's a large map (static .x) with 30 textures (IIRC). I've suggested octree and VBOs, but didn't hear about FPS for those cases.