Hmm, that's weird. I don't know what part of my code would make it so that it makes draw calls so damn slow.
Ofc, I'm still learning and all, but I'm pretty performance-concerned as a general coding style. I wouldn't say that I perform premature optimization, but I always think about the containers and algorithms I use before I actually write my code, even before the optimisation process.
Of course, I have no in-depth knowledge of hardware and non-trivial containers yet (I nearly always use: vector, list, (multi)set, (multi)map, my own hasthable, priority queues, indexed containers, heaps, stacks, and so on) but still, this is weird.
performance problem with my renderer
Started by Xcrypt, May 13 2012 01:18 PM
22 replies to this topic
#21
Posted 16 May 2012 - 09:02 PM
#22
Posted 18 May 2012 - 12:38 AM
#Reedbeta - From what I see, one can go even for 100K draw calls without a problem (and maybe even further, I just haven't tried more). Note, current machine (just to give some more overview - Core i7 + HD 6870 + 8 GB RAM)
My blog about game development (and not just game development) - http://gameprogramme...y.blogspot.com/
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
#23
Posted 18 May 2012 - 10:53 AM
You're testing without instancing or culling or multithreading then? that's fuck weird
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