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visits member for 1 year, 3 months
seen May 5 at 12:08
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Feb
21
awarded  Yearling
Oct
21
accepted What advantages does DirectX 11 have over DirectX 10?
Oct
21
accepted XNA significant loss in fps by just adding a few hundred thousand more triangles?
Jun
20
asked What advantages does DirectX 11 have over DirectX 10?
Jun
19
asked Problem loading shaders with slimdx
Jun
13
accepted Is it possible to index different vertex attributes with different index buffers?
Jun
13
asked Is it possible to index different vertex attributes with different index buffers?
May
24
accepted Minecraft style XNA game collision?
May
24
comment XNA significant loss in fps by just adding a few hundred thousand more triangles?
Really? Larger view distances look much better. youtube.com/watch?v=440YpjL54Y8
May
22
accepted Geometry shader questions?
May
20
comment XNA significant loss in fps by just adding a few hundred thousand more triangles?
Yeah I did have that, my view distance is about 1.4km though from corner to corner and about 1km^2.
May
20
asked Geometry shader questions?
May
8
comment XNA significant loss in fps by just adding a few hundred thousand more triangles?
I store it in the vertex buffer as 4 bytes for the position. On the GPU it turns it into float4 when it draws it and turns the halfvector2 into float2 as the gpu doesn't support float16. But that's just the drawing isn't it? In the vertex buffer it just takes up 8 bytes per vertex.
May
8
comment XNA significant loss in fps by just adding a few hundred thousand more triangles?
I have a gtx 680 and it has 2gb of ram. There's about 1.86e7 vertices, and 2.79e7 indices when it works at 60fps, and 1.98e7 vertices and 2.97e7 indices when it lags like crazy. Each vertex is 8 bytes (byte4 for position and normals then halfvector2 for texture atlas coords). And each index is 4 bytes. (1.98e7*8+2.97e7*4) bytes in megabytes = 264.358521 megabytes. Copied from the above comment.
May
8
awarded  Commentator
May
8
comment XNA significant loss in fps by just adding a few hundred thousand more triangles?
I have a gtx 680 and it has 2gb of ram. There's about 1.86e7 vertices, and 2.79e7 indices when it works at 60fps, and 1.98e7 vertices and 2.97e7 indices when it lags like crazy. Each vertex is 8 bytes (byte4 for position and normals then halfvector2 for texture atlas coords). And each index is 4 bytes. (1.98e7*8+2.97e7*4) bytes in megabytes = 264.358521 megabytes
May
8
comment XNA significant loss in fps by just adding a few hundred thousand more triangles?
I have 2 vertex buffers and 2 index buffers for each chunk, 1 for transparent materials and the other for normal ones. I added code to the original post.
May
8
revised XNA significant loss in fps by just adding a few hundred thousand more triangles?
added 2214 characters in body
May
8
asked XNA significant loss in fps by just adding a few hundred thousand more triangles?
May
7
accepted XNA game looks laggy below 100 fps?