Fastgraph FPS
Has anyone here ever used Fastgraph before? Have you had good results and acceptable frames per second counts?
I plan on using a lot of polygons in each frame.
I''ve heard of fastgraph, never used it though...
from the code i''ve written & games played, the 3D card makes all the difference in fps.
Unless your codes'' crap (or VB :p jk) the perforamance difference in highly optimized vs not-stupidily-written code is usually less than 10%max on modern machines. And the *vast* majority of the work done is in the geometry transformations, lighting & texture blits. 3D Hardware acceleration is very standardized these days, so any graphics package (that performs the same task) will perform at about the same fps given the same hardware. Soooo, unless you''re trying to do RT FEA analysis, the gfx card determines 90% of the fps. If you have a high framerate, 60+, 10% doesn''t realy matter since its still sufficently high, and if you have a low framerate, 10% of 6 is only .6 so you don''t lose much :p
In any case, it''s your code & the hardware, not the framework you sue that will determine the fps.
There''s no quentrion or whatever support in Fastgraph because the author doesn''t believe in them. (if my memory serves me right)
from the code i''ve written & games played, the 3D card makes all the difference in fps.
Unless your codes'' crap (or VB :p jk) the perforamance difference in highly optimized vs not-stupidily-written code is usually less than 10%max on modern machines. And the *vast* majority of the work done is in the geometry transformations, lighting & texture blits. 3D Hardware acceleration is very standardized these days, so any graphics package (that performs the same task) will perform at about the same fps given the same hardware. Soooo, unless you''re trying to do RT FEA analysis, the gfx card determines 90% of the fps. If you have a high framerate, 60+, 10% doesn''t realy matter since its still sufficently high, and if you have a low framerate, 10% of 6 is only .6 so you don''t lose much :p
In any case, it''s your code & the hardware, not the framework you sue that will determine the fps.
There''s no quentrion or whatever support in Fastgraph because the author doesn''t believe in them. (if my memory serves me right)
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
I know that the biggest determinate of the framerate is overall efficiency and structure of the program, but I''m wondering if Fastgraph is truly fast comparable to pure DirectX?
I tried a demo program that comes with the demo of Fastgraph and when i ran the demo in DirectX mode it was still INCREDIBLY SLOOOOW (this was also just rendering a single cube w/ no texture). I have yet to write my own full application using fastgraph, because i''m discouraged by the demos that i''ve ran and explored.
Anyhow, i guess i''ll just wait for someone who has actually used it to reply to this post. Also, i''m not using fastgraph for just 2-d graphics, i want to render 3-d meshes at a high rate.
Thanks Everyone!
I tried a demo program that comes with the demo of Fastgraph and when i ran the demo in DirectX mode it was still INCREDIBLY SLOOOOW (this was also just rendering a single cube w/ no texture). I have yet to write my own full application using fastgraph, because i''m discouraged by the demos that i''ve ran and explored.
Anyhow, i guess i''ll just wait for someone who has actually used it to reply to this post. Also, i''m not using fastgraph for just 2-d graphics, i want to render 3-d meshes at a high rate.
Thanks Everyone!
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