2 Replies - 812 Views - Last Post: 12 January 2013 - 04:03 PM

#1 rex64  Icon User is offline

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Performance with 100,000 Polygons

Posted 12 January 2013 - 08:57 AM

I am having trouble with the frame rate dropping below 30 frames per second with 50,000 to 100,000 polygons. My space ships are around 7k polygons each, and when I have 7 of them on the screen at a time things slow down. Even worse when they start shooting. How many ships and how many polygons should I be able to obtain with a decent video card? I have a dual core computer. I can probably run Battlefield 3 without issues, so it seems like something is wrong...
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Replies To: Performance with 100,000 Polygons

#2 tlhIn`toq  Icon User is offline

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Re: Performance with 100,000 Polygons

Posted 12 January 2013 - 04:01 PM

There are so many ways to make code inefficient its not funny.
You could have each item drawing 3 times instead of 1 for each frame.
Or maybe bad logic in a loop where every ship is painted once for every ship in the collection giving you an exponential increase: 7 repaints per ship if there are 7 ships = 49 paints instead of 7.
maybe its all on one thread.
Maybe you're low on RAM
maybe its all on one core so being dual core PC is meaningless
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#3 bonyjoe  Icon User is offline

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Re: Performance with 100,000 Polygons

Posted 12 January 2013 - 04:03 PM

There are many reasons this could be happening and being incredibly vague will not help anyone find the problem for you.

  • Is your application multi threaded?
  • Do you have physics?
  • Are you updating things too often or updating them needlessly?
  • Are you using any kind of visibility culling?
  • What shaders are you using?
  • How many lights are in the scene?
  • etc

edit: beaten to the punch

also if you are using a fixed time step in XNA then when a frame takes >16.6 miliseconds then the draw step will be skipped for that frame, so I would assume the issue is in your update code.

This post has been edited by bonyjoe: 12 January 2013 - 04:06 PM

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