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Possible to get more than 20K+ triangles at 35fps on iPhone 3GS?

开发者 https://www.devze.com 2023-02-17 14:58 出处:网络
I\'m programming a new engine for iOS and I\'m at a point where I can test how much power I can get out of my engine.

I'm programming a new engine for iOS and I'm at a point where I can test how much power I can get out of my engine.

My code is written in C++ and the engine is written in a 开发者_运维技巧highly efficient manner to do streaming, batch rendering, frustum culling, occlusion culling, fast memory managers, etc. However, the results don't satisfy my expectations and I'm wondering if anyone has been able to get more out of their iPhone device.

Right now I'm rendering only the geometry with textures and the best I get is about 20K+ triangles being rendered at ~35fps on my iPhone 3GS.

Is this somehow the maximum iPhone 3GS can do? Or has anyone done better?

P.S. I'm doing no triangle strips yet, so i know there is about ~5fps improvement in there.


As far as knowing the maximum possible performance of the 3GS take a look here: http://www.glbenchmark.com/phonedetails.jsp?benchmark=glpro11&D=Apple%20iPhone%203G%20S&testgroup=lowlevel


well, i did more research on this. i was already aware of 7M t/s but that's just a number not taking triangle filling in account.

so to make sure there wasn't a big bottleneck in my code i downloaded the Oolong engine and did some comparison and the speed was fairly the same.

(core animation results)
Oolong engine(running the San Angeles demo):
5k to 14k @~60
20k to 25k @~40
25k to 30k @~30

I'm getting very much the same results in terms of speed.

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