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is it possible to calculate how many polygon can be rendered in unity 3d by using GPU information alone?

Started by November 16, 2018 08:06 PM
3 comments, last by Makusik Fedakusik 6 years ago

Actually i am planning to buy a new laptop for game development and was wondering if is it possible to calculate which graphic card can rendered heavy geometry stuff without testing on actual hardware?

Is possible to calculate tentative number of polygon a graphic card render in unity3d?

2 hours ago, Robin Gupta said:

tentative number of polygon a graphic card render

"number of polygons" isn't really a meaningful measure of GPU performance. Most games aren't geometry-bound these days.

As higher resolutions, anti-aliasing, and full-screen effects have become common, fill-rate is usually the limiting factor (which generally has more to do with memory bandwidth than with compute).

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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Also keep in mind that your users may not have the newest high performance video cards.

1Gb GPU = 1 * 1024 * 1024 * 1024 bytes

vertex = {float4 pos; float3 norm; float2 tex; } = 16 + 12 + 8 = 36 bytes per vertex = 108 bytes per triangle

1073741824 / 108 = 9942053.93 = 9942053 triangles

But in too hardcore count. Because you can use tessellation, bumps and other Parallax occlusion mapping. And no une use 10 000 000 triangles just loaded on GPU,

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