4
votes
2answers
210 views

Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls

I'm currently have an application that has ~10k draw calls. I implemented a batching scheme where I group all objects that share material, vertex format, etc and pre-transform them by their world ...
6
votes
2answers
255 views

Fixed Function vs Programmable Pipeline performance with many batches

In OpenGL 2.0 I can easily make 10,000 draw calls per frame (with state changes in between each call). However, if i try to do this in either OpenGL ES 2.0 or DirectX9 with shaders, my peformance is ...
1
vote
3answers
184 views

Is it possible to gain performance by omitting vertex normals in the GPU pipe?

I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible. I wondered about ...
2
votes
3answers
156 views

Is creating vertex/index buffer optimized this way?

I have some vertices in an array from which I create a vertex buffer. Let's say I have vertices: v1, v2, v3, v4 I use indices: 0, 1, 2, 3 Is there any performance impact if I change the indices ...
0
votes
2answers
228 views

D3DXCreateEffect Performance

Current performance analysis shows that D3DXCreateEffect is called many times with different shaders. Between each call, the D3DCompile DLL is being loaded and unloaded. Is there an easy way to keep ...
10
votes
2answers
446 views

Managing graphic state and components?

I often tend to do a lot of premature optimazation when dealing with graphics. There are a few principles I always try to follow: Keep the number of D3D components to a minimum. (Render states, ...
9
votes
1answer
856 views

Information about rendering, batches, the graphical card, performance etc. + XNA?

I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
0
votes
1answer
2k views

Triple buffering causes input lag?

Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to ...
4
votes
1answer
109 views

Capturing a programs performance

I'm trying to capture the performance of the GPU, CPU, FPS and memory usage on a program I'm currently working with and want to avoid having to write my own performance capture stuff. Does anyone know ...
0
votes
2answers
1k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...
3
votes
3answers
383 views

Any hints about the average renderstate changes per frame?

While answers will vary depending on the case, I'd love to hear about what people have seen in their past experiences. The question mainly relates to DirectX though if you have some numbers for any ...