ninelven said:Would it be possible to alter the demo to make it stress the gpu more?
Humus said:There's no difference between NV40 instancing and R300/R420 instancing, except that MS refused to add a caps bit for it and arbitrarily linked it to the entirely unrelated VS3.0, and therefore it must be queried through a FOURCC format on VS2.0 hardware.
You could at least describe what this is, pocketmoon.pocketmoon66 said:
Yes, but (IIRC - I've only read about it on gdalgorithms) it canAlstrong said:Isn't that just a physics demo?
Chalnoth said:You could at least describe what this is, pocketmoon.pocketmoon66 said:
Select this demo, it will run very slowly because there are 17k rigid
bodies in the scene. Hit the 'P' key to pause physics. Now you will
just be rendering bound"
Might be interesting to compare FPS across vendors using this rather than Humus's demo which does some extra tricks (packs 4 particles per instance) which may or may not work as will on NV hardware.
LeStoffer said:Do you know for sure that the implementation in hardware is close to equal? Just asking! 8)
flick556 said:I'm asking this to try and learn something and I know the demo was ment to show off instancing. But couldn't you have used a index buffer to reduce the amount verts sent over by 1/3. Also point sprites sence these quads are always facing the screen. I'm looking to incorparate particles into my first engine and this demo has me worried about the performance hit.
Humus said:flick556 said:I'm asking this to try and learn something and I know the demo was ment to show off instancing. But couldn't you have used a index buffer to reduce the amount verts sent over by 1/3. Also point sprites sence these quads are always facing the screen. I'm looking to incorparate particles into my first engine and this demo has me worried about the performance hit.
I'm using an index buffer already. Point sprites could be used if particles never are going to be larger than a certain implementation specific size. If point sprites didn't have that limitation, I'd be using it in all my demos with particle systems.