4
votes
2answers
211 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
258 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 ...
0
votes
2answers
133 views

Batching elements

I don't understand exactly how batching works. What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
2
votes
1answer
312 views

Alpha Blending performance on IOS

I've got few questions without responses about my game development, can you help me? Here is the questions: In my game when a large object appear on the screen, the GPU go to his limits, my ...
-1
votes
1answer
137 views

OpenGL: How to map textures to geometry without using filter parameters

following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
1
vote
1answer
449 views

Voxel Performance

So Im trying to make a minecraft style voxel game to learn OpenGL, but Im running into performance issues. I found this thread : http://stackoverflow.com/questions/4995652/3d-occlusion-culling where ...
6
votes
1answer
255 views

How to find the bottleneck in a typical OpenGL game?

I am working on a little game engine. All major features are implemented yet, despite game logic which I assume not to be such a computational effort. The framerate is at least around 40 FPS, most of ...
6
votes
0answers
145 views

OpenGL profiling with AMD PerfStudio 2 [closed]

I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose ...
5
votes
1answer
127 views

GLImpl.gldrawelements longer than usual

I'm developing a little game engine for the Android platform and I'm trying to improve the performance of this one. (I'm not an OpenGL expert) I can see a framerate drop sometimes, when using DDMS ...
1
vote
1answer
137 views

Animate multiple entities

I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think ...
0
votes
1answer
166 views

Opengl binding shaders vs binding buffers performance

Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
5
votes
1answer
781 views

VBO and gl*Pointer management practises?

I'm aware it's not a simple yes/no question and for the moment I can't tell if it can be simply answered, or is it topic for a long discussion which is not suitable for our Q&A format. I want to ...
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 ...
2
votes
2answers
552 views

Can frequent state changes decrease rendering performance?

Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" ...
2
votes
2answers
740 views

Simple OpenGL program major slow down at high resolution

I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face ...
17
votes
1answer
9k views

What is the benefit of triple buffering?

I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In ...
8
votes
2answers
513 views

Does use of simple shaders improve performace/battery life?

I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking ...
6
votes
2answers
485 views

An odd performance problem rendering a simple scene (less than 14k vertices) in OpenGL using two vbos with LWJGL

Problem I have been having a strange degrading performance issue rendering a simple scene containing two "chunks" of 4x4x4 cubes each. Video of problem This is a screen capture showing my console ...
1
vote
1answer
1k views

Optimized algorithm for line-sphere intersection in GLSL

Well, hello then! I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way: // The line passes through p1 and ...
1
vote
1answer
690 views

Multiple buffering in OpenGL on Windows

What is the most common way modern games perform triple buffering ? What does the SwapBuffers exactly do in terms of OpenGL states ? Is it possible to perform double and triple buffering ...
5
votes
1answer
268 views

Can I leverage the fact that my scene is often static to improve OpenGL (JOGL) performance?

My scene is drawn based on the location of several (often several million) vertices (kept in VBO's) and a camera. I can easily tell in my code when my scene has changed and when it hasn't. There are ...
21
votes
6answers
8k views

How can I improve rendering speeds of a Voxel/Minecraft type game?

I'm writing my own clone of Minecraft (also written in Java). It works great right now. With a viewing distance of 40 meters I can easily hit 60 FPS on my MacBook Pro 8,1. (Intel i5 + Intel HD ...
12
votes
3answers
4k views

Why does OpenGL >= 3 only allow VBOs?

I see that OpenGL versions 3 and up eliminate the use of client-side rendering. Immediate mode has been eliminated, and vertex arrays seem to be deprecated. Instead, if I understand correctly, VBOs ...
0
votes
1answer
348 views

Game (X-Plane) boot/startup time / performance

I use X-Plane for my question but it also concerns probably every other flight-simulator or simulation game in general. When developing a plugin what bothers me most is the startup-time of the ...
-3
votes
0answers
305 views

Why OpenGL provided with latest GeForce drivers is so extremely slow?

I'm writting a code in OpenGL and using two computers - an old and a new one. On the old computer (which I use for debugging/creating implementation for the old GL) I have GeForce 5500 FX. Before ...
5
votes
1answer
515 views

How to insert and remove blocks quickly in a Minecraftian world?

I currently have volume data for the world stored as an array of booleans. I then check each empty block and if it has non-empty neighbors the faces get drawn. This prevents me from sending a bunch ...
3
votes
2answers
2k views

OpenGL VBOs are slower then glDrawArrays

So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays ...
1
vote
5answers
1k views

OpenGL Performance Questions

This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: ...
8
votes
4answers
8k views

How to improve batching performance

I am developing a sprite based 2D game for mobile platform(s) and I'm using OpenGL (well, actually Irrlicht) to render graphics. First I implemented sprite rendering in a simple way: every game object ...
2
votes
2answers
449 views

Make OpenGL game perform better

I have programmed an OpenGL game which just contains one F1 car and a track. It is very simple and only uses around of 10'000 - 20'000 triangles. It should run on any PC but it won't, it needs a ...
24
votes
4answers
10k views

why would you use textures that are not a power of 2?

In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since ...
3
votes
4answers
1k views

how to do partial updates in OpenGL?

It is general wisdom that you redraw the entire viewport on each frame. I would like to use partial updates; what are the various ways can do that, and what are their pros, cons and relative ...
13
votes
1answer
642 views

Is there any performance benefit to sharing shaders between programs?

OpenGL allows you to share the same shader between multiple programs. Aside from saving small amounts of memory and a shader handle, are there any GPU-side performance benefits to doing this?
8
votes
5answers
1k views

Geometric Transformations on the CPU vs GPU

I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...
3
votes
2answers
714 views

Expected OpenGL performance

I'm benchmarking some simple code for drawing using OpenGL. In the following code, the number of indices being drawn is 4,644 (or 1,548 triangles per frame = @60fps 92,880 Triangles per second). ...
5
votes
5answers
793 views

What are some low-level performance tweaks for iPhone games written in c?

I'm interested in some performance tweaks for a relatively simple OpenGL ES based 2D iPhone game. What performance tweaks have you found? The performance of the game is pretty good on most devices ...