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How many triangles do most computer games render per frame?

Started by July 28, 2001 11:25 AM
11 comments, last by Grasshopper 23 years, 6 months ago
I guess you might need all those polygons if it was strip poker

If your geometry is static, a GF2 GTS/Pro/Ultra should be able to handle > 100,000 polygons at well over 30 fps. I''ve pushed my GF2 over 9 million tris/sec. If you have lots of dynamic geometry and you are writing a lot of vertices into VBs every frame, you''ll be limited to around 20,000 - 30,000 polygons.

Remember static/dynamic doesn''t relate to movement, but to whether you need to re-write the data every frame. Movement should almost always be performed with matrices.

General speed advice - use Vertex Buffers, use triangle strips, support hardware vertex processing, put your VBs in vram, batch send your polys by texture, use as few DrawPrimitive/DrawIndexedPrimitive calls as you can, make sure you are drawing at least a few thousand triangles per call if possible.

Also special effects like multi-texturing, environmental mapping, bump mapping, fog etc are all slow.

Lastly *make sure* you are using mip-mapping (very important).
Well, nVidia publishes demos that render 100k poly models at well over 30 fps on my GF2MX. Perhaps that''s something to look into...
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Thanks for all the suggestions. About the design of the games and why all the polys, its really not up to me. Like i said i''m working on contract. All lot of the info isn''t static as all the characters are animated. I guess the best thing for me to do would be to use somekind of LOD approach. I''ll look in to mipmapping as well.

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