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Q: 3D Game Engine Typical How many polygons are drawn per second. ( No Answer,   0 Comments )
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Subject: 3D Game Engine Typical How many polygons are drawn per second.
Category: Computers > Programming
Asked by: davidlpotter-ga
List Price: $10.00
Posted: 10 Sep 2003 07:03 PDT
Expires: 10 Oct 2003 07:03 PDT
Question ID: 254185
Hi,

I am trying to figure out what is a good benchmark(ie. Number) of
polygons drawn in a single frame or second. I know it is all dependent
on the video card etc, but lets say a typical directX 8 video card(ie
GeForce 3).

So I am looking for an answer that a typical 3D game at a resolution
of 800 x 600 or 1024 x 768 draws about X number of polygons per
second.

David..

Clarification of Question by davidlpotter-ga on 10 Sep 2003 07:13 PDT
I wanted to clarify I am looking for the nubmer of drawn polygons, not
the total number of polygons in a frame, some if not most of the polys
are culled out and not drawn.

David...

Request for Question Clarification by mathtalk-ga on 10 Sep 2003 10:31 PDT
Hi, davidlpotter-ga:

Is this in regard to a particular platform?  Games written for the
"gamers" PC hardware will of course suffer in comparison with those
written for specialized game console hardware, such as the Xbox,
currently the fastest for PPS (polygons per second).

thanks in advance, mathtalk-ga

Clarification of Question by davidlpotter-ga on 10 Sep 2003 11:57 PDT
Hi mathtalk-ga,

Yes this is for the PC, not XBox or PS2. I am developing a 3D Engine
and would like to know how it stacks up to other PC 3D Engines. As I
stated the result can be with any modern 3D Card using DirectX or
OpenGL.

Thanks
David

Request for Question Clarification by mathtalk-ga on 12 Sep 2003 06:50 PDT
Hi, davidlpotter-ga:

I have surveyed some benchmarks described on the Web in connection
with the GeForce 3 and 4.  Before posting an answer, I thought it best
to seek clarification of one aspect which you introduced in your first
clarification.

You say that you are "looking for the nubmer of drawn polygons, not
the total number of polygons in a frame", as "some if not most of the
polys
are culled out and not drawn".

It is true that with hidden surface algorithms, many polygons are
defined by the rendering engine and not drawn.  However it is not
clear to me why it would be desirable to exclude these from
consideration.  The rendering portion of the overall 3D graphics
display process is one of the most time consuming parts, and no
polygon can be "hidden" from consideration until its geometry has been
determined relative to the "viewing" z-axis and other polygons in
front of it.

This portion of the graphics engine is actually one of the important
opportunities for optimization, so I'd be surprised if you really
wished it to somehow be excluded from consideration.  Furthermore I
cannot find any information about benchmarks which take such an
approach in true 3D rendering, except those which report "fill rate"
as polygons per second.  Surely these are much more tilted towards the
performance of the graphics card than of the rendering engine.

Perhaps it would help if you explained the scope of your 3D engine a
bit better.  I was under the impression that this was a "game engine"
type of software, but perhaps it is more akin to OpenGL or DirectX in
functionality.

regards, mathtalk-ga

Clarification of Question by davidlpotter-ga on 12 Sep 2003 08:09 PDT
Hi mathtalk-ga,

You are correct the render function is the most time consuming part of
the render pipeline.

I want to see how my engine compares to others out in the market. My
current engine has two important pipleline functions. They are a
recursive process which does all of the matrix processing and a render
function that handles the renderlist of objects that does all the
directx state functions.

The rescursive process takes about 10ms to handle 100 objects of 8000
polys(800K Polys) each while the render takes about 30ms, which
equates to about 30 frames a second on a standard DirectX8 64 Mb 3D
Card(GeForce 3).

I can cull out the objects that dont need to be seen by the camera in
the recursive render function. So the renderlist in the render
function only deals with the objects(polys) it needs to work on to
display.

So the answer I am looking for is game engine X ie(NDL which is a good
example of a comercial 3D game engine) does X polygons per second on a
standard DirectX8 3D card with 64 megs of memory.


David.
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