Re: Newbie: How do I speed up Elevation grid viewing performance?

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From: Lynn Harrison (lharrison_at_dvc400.com.NOSPAM)
Date: 03/14/04


Date: Sun, 14 Mar 2004 09:59:21 -0500

Jules,

Are you performing any view frustum culling so that you are not drawing any
of the polygons that are not in view (i.e. behind you)? That would be a
major optimization.

-- 
Lynn Harrison
SHAMELESS PLUG - Introduction to 3D Game Engine Design (C# & DX9)
www.forums.Apress.com
"Jules" <Roseanna80@hotmail.com> wrote in message
news:80bc211e.0403131228.607ef33b@posting.google.com...
> Hello,
>
> I am developing a simple terrain grid game/scenario to understand
> Managed DirectX. I am a little dissapointed in the Performance of my
> Terrain Grid and I am seeking advice on how performance can be
> optimised. My elevation is based around the approach in Luna's
> 'Introduction to 3D Game programing in DirectX 9.0 ) I have translated
> into Managed C# code.
>
> a) My Terrain grid is 130x130 grid (two Triangles per Grid Square)
> b) I am using a Mesh derived from a Vertex buffer of Position.Textured
> | VertexFormat.Normals
> c) I have a single Directional Light (Desired to emulate sunlight)
> d) Single Texture (File) Wrapped x10 across the grid for ground
> texture
> e) I use some Z far Plane culling to limit far off terrain rendering.
> f) I am running on a high end graphics card 9700 pro ATI card with 800
> MHz Pentium processor.
>
> As expected the free running performance slows down, when the
> 'walking' view see a 'lot' of elevation polygons. [ I guess a forward
> view sees between 50 and 750 polygons. ] But it seems dissapointing to
> me , that with a relativley small grid, it slows down to around 3 to 5
> frames/ sec, even after using the Z plane culling to remove over half
> the possible polygons.
>
> Are there any obvious and common ways to improve elevation grid
> performance.  Or is this really the best performance I can expect ?
>
> Many Thanks
>
> Jules


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