Re: Newbie: How do I speed up Elevation grid viewing performance?
From: Lynn Harrison (lharrison_at_dvc400.com.NOSPAM)
Date: 03/14/04
- Next message: Jeremy Kimball: "Re: Make rectangle with managed D3D"
- Previous message: nash: "2d primitive in 3d space??"
- In reply to: Jules: "Newbie: How do I speed up Elevation grid viewing performance?"
- Next in thread: Jules: "Re: Newbie: How do I speed up Elevation grid viewing performance?"
- Reply: Jules: "Re: Newbie: How do I speed up Elevation grid viewing performance?"
- Messages sorted by: [ date ] [ thread ]
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
- Next message: Jeremy Kimball: "Re: Make rectangle with managed D3D"
- Previous message: nash: "2d primitive in 3d space??"
- In reply to: Jules: "Newbie: How do I speed up Elevation grid viewing performance?"
- Next in thread: Jules: "Re: Newbie: How do I speed up Elevation grid viewing performance?"
- Reply: Jules: "Re: Newbie: How do I speed up Elevation grid viewing performance?"
- Messages sorted by: [ date ] [ thread ]
Relevant Pages
|