Small Speed Test for MiniB3D
BlitzMax Forums/MiniB3D Module/Small Speed Test for MiniB3D
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Hi Guys, I need some info about fps and your system to decide if it is worth to include VBO as a second (Fast-)Surface system. Here is the file: http://klepto2.kl.funpic.de/DL/VBOTest.rar Controls: Space - change VBO\Standard W - Wireframe A/Y - Lower/Raise Cam Arrows - Control Cam thx |
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I get 55fps on fast mode 10fps on slow mode |
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Slow: 8 FPS Fast: 40 FPS P4 2.8, 1GB DDR400, Radeon 9800 Non Pro, XP SP1 |
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slow: 8 fast: 66 |
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slow: 18 fast: 95 |
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Sorry to do this: Bad bad results from me... I can't give you the FPS because the text at the top left was mangled. In fact, it appeared as a boxy greenish blob. The thing itself seemed to run fine (I saw a nice terrain... though there may have also been a bug where it showed me a huge mangle of polygons with no specific form), but after a minute that blasted ATI Catalyst thing decided that it had crashed (even though a 3d program was running just fine behind its little error message!) and reset my screen resolution to 640x480. For some reason, it did not close the demo; just minimized it. I closed it myself, of course, by ending the process. I noticed that it was taking up around 160 MB of RAM! I am running: -Windows XP SP 2 -AMD Athlon XP 2500+ -Radeon 9600 Pro -1280 MB RAM |
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OK, whatever it is doing, my computer does not like it -- at all I got a black screen with a couple of lines of garbled colors, with the windows taskbar at the bottom in a lower resolution than the desktop uses. No keys have any effect. then it gave me the windows desktop image back again at a lower resolution as well. I could move the mouse for a few secs before that too froze. ALT-TAB had no effect, and neither did CTRL-ALT-DELETE. After ~30 seconds or so my LCD monitor started bouncing a message around that said 'invalid input detected', on top of the garbled background. Had to power down my PC to regain control again. |
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1) Slow : 14 - Fast : 80 2) Slow : 24 - Fast : 139 |
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13 on slow, 49 on fast. |
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Fast : 71 Slow : 27 Crash when quit |
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Thx guys. I think the crashes are the result of (sorry to say this) maybe crappy graphiccards or driver. And currently the VBO Integration has no fallback to regular Vertexarrays because normaly the driver should make a fallback itself. Also this terrain eats a lot of agp memory, so maybe the graphicmemory wasn't able to handle it. But as a conclusion I would say it, that this method is worth to be added to minib3d. Maybe with some restrictions ;) thx again. |
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Fast:46 Slow:8 P4 3.2GHz/2GB Radeon 9800 PRO/128MB |
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Fast 96 Slow 16 |
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Fast: 84 Slow: 8 |
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Fast: 157 Slow: 11 AMD64 FX-60/4Gb RAM, ATI X1950/512Mb |
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Fast - 64 Slow - 18 |
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Only black full Screen. Athlon2600+(Barton) Geforce6600gt/128Mb/newest driver ;) XpSp2 cu |
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Interesting test - I'm surprised at how much faster VBOs are. Hopefully I can add them to MiniB3D. |
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Only black full Screen. Did you wait 10-20 seconds? It takes that long for anything to be displayed. |
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Fast: 9 FPS Slow: 6 FPS And it crashed upon exit. |
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Crashed here on exit as well. Core Duo 2x 2Ghz, GF7600 256MB VRAM, 2GB RAM The performance was not nearly the same as above. 40-50 fps with fast and 15-20 with slow. So either they have set their opengl to full performance (I've it on quality) or it has to do with the modules and app build on a single processor system. |
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His laptop or tablet (if He ran it on that) might be in power conserve mode, in which case, performance is dynamically reduced to save battery life. It really wouldnt have much to do with the CPU, VBO's are to do with the GPU -- although memory performance might come into play. |
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Hi, again thx for the replies :) Simon, here is VBO Version of MiniB3D: http://klepto2.kl.funpic.de/DL/MiniB3DVBO.rar Known issues: Animated Meshes doesn't work currently because I couldn't find out where to add the Updatebuffer method :( Also Sprites doesn't seem to update properly. I will investigate further but you maybe know where to update the surfaces when loading an animated mesh. |
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My videocard (which crashed) is an ATI Radeon 9600 Pro with 128MB, DirectX 9.0c |
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Okay, two of the same video card crashed, then. I suggest you look into this, Klepto; the Radeon 9600 is not a bad little video card... Probably just a little bit overlooked somewhere. It would be helpful if those for whom it did work posted their specs. Maybe this system here just doesn't like ATI? Of course, if it really doesn't work (which is entirely possible), then I suggest you look into some way to detect if it will work so a fall-back could be used automatically. Xlsior: Did it run for you at all? It ran for me for about a minute. |
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8 on slow 95 on fast |
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It cant be that its just runnin' on ATi cards caus look at Regular's specs and it ran fine. Its probably got something to do with drivers/and or the card not fully supporting the OpenGL VBO extensions. Make a lil' test app that detects what features those cards support and see if VBO's are in there. |
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No crash here but have artefacts with my Geforce6600GT, DX9c,XP SP2. Nvidia 91.47 |
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Xlsior: Did it run for you at all? It ran for me for about a minute. Nope... Tried several times, and it crashed each time, with slightly different visual results: 1) Black screen with a couple of widely spaced horizontal lines of garbled image data 2) black screen with windows taskbar 3) completetly black screen |
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His laptop or tablet Laptop. The tablet is a bit underpowered to do this kind of thing. Then again it would seem, so is the laptop. |
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Here is another executable: http://klepto2.kl.funpic.de/DL/VBOTestFallback.rar It is a new test with but this time you coudn't switch between fast/slow. The app should decide if VBOs are supported and else it should take Vertex arrays. Also the terrain is texured now (Terrain and Textures are from Filax). Also in the beginning the Program creates a logfile called 'MiniB3DLog'. Please post this file in a codebox. It would be very nice if the people with problems could try this file and post their results again. thx |
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This version works better. It starts up 4 times faster, and does about 33 FPS in fast mode. |
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Did you wait 10-20 seconds? öhmm....no ^^ 10/51 fps..no crash on exit VBOfallback 33fps |
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No problems anymore. 28 FPS on my 2Ghz AMD. |
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5 fps here on Nvidia GeForce 4 MX 440 running on a Pentium 4 2.4 Ghz 1G Ram with Windows XP Pro SP 2 |
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57 FPS.. |
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38 FPS |
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28 FPS. GL_NV_vertex_program3 -- woot! Shader 3 :P Xactly' the same as Takuan. Shows CPU aint got notin to do with it. |
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Working... in fast mode! 22 FPS, specs as above. (Radeon 9600 Pro -- er, SSE, I guess.) Excellent work, Klepto :) Previous weird graphics glitches which I previously saw on startup, perhaps running in slow mode (mangled polygons EVERYWHERE, causing the entire screen to be white, except in wireframe mode which revealed them) are gone. No crashes at all, and it exited perfectly. |
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First test: 12/70 - crash on exit Second test: 38 - no crash |
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That one does work. Runs in 'fast' mode. (hitting space won't toggle to the other one.) No crash. |
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thats the correct behaviour, the trick behind this last version is, that it now detects if VBO is supported and if not it will automaticly fallback. So no need to load a second terrain with to switch between the two versions. Also thats why the starting time increases a lot. thx |
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I get 7 :/ AMD athlon 64 bit 3400 Venice core 1 GB ram MiniB3D Hardwareinfo: Vendor: NVIDIA Corporation Renderer: GeForce FX 5500/AGP/SSE2/3DNOW! OpenGL-Version: 2.0.3 Max Texture Units: 4 Max Texture Size: 4096 Max Lights: 8 OpenGL Extensions: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control - Ready - |
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Fast mode, 39fps Good luck. |
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Small update :) No files yet, but I want to let you know, that I have succesfully got the b3d loader (currently static meshes only) back working. anim_surfaces doesn't animate. Will look deeper tomorrow. |
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40fps |
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I got 2FPS but I am using a very old crappy gfx card for 500,000 tris its a good result! |
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Slow: 10 Fast: 92 x850xt-pe, 3GB Ra, x2 4600+ |
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I used version VBOTest2nd and got fast 53 fps. If it's any help I'm using twin top of the range graphics nVidia cards - well, they were last May. |
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What's that : VBO ? |
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VBO means Vertex Buffer Objects. In fact it is used to store Vertex information directly on the Vram of your graphicscard, so you don't need to send the data every frame, what means that the Performance (on large Vertex data) will increase enormous. |
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Oooh, that's cool :) What kind of limitations are caused by that, then, since people tend to have a lot more RAM than VRAM? (Or is all the data eventually dumped to VRAM either way?) |
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yeah VBO's are one of the reasons Ogre3D is so fast and Torque so slow. Looking forward to seeing how this develops. |
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Is it worth only using VBOs for static meshes, and then using standard meshes for vertex animated objects? |
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If you are able to use Vertex Shaders for animation (like WoW for example), then VBOs are the way but yes, normally you wouldn't use VBOs for animated objects. |
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Does Blitz3D use VBO? because I never noticed any driver/card problems on heightmap examples from b3d, and it was alot faster then any minib3d terrain examples on my machine.. XP Pro SP2 512MB Ram 2.2Ghz Intel Processor ATI Radeon 7500 (laptop :() VBO Fallback test rendered the mesh for a second then the program stopped responding, I let it sit for a good 30 seconds, and it did nothing. |
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Ha ha -- 2fps for both methods on my 1.6Ghz lappy with integrated GFX. Doesn't crash (or texture the terrain) though. |
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So am I to understand that all this time Blitz 3D was not storing the meshes on the video card? No wonder my mesh terrains didn't have the kind of performance I expected them to have... But if that's the case, why did my mesh terrain system crash when I had more than X number of meshes? I thought it was crashing cause I ran out of video ram, but obviously if the meshes weren't being stored on the card in the first place that couldn't have been the case. |
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slow 7fps fast 25 fps |