Personal IRIS benchmarks
Thant Tessman
thant at horus.SGI.COM
Sat Feb 11 05:20:58 AEST 1989
In article <26596 at sgi.SGI.COM>, gavin at krypton.SGI.COM (Gavin Bell) writes:
> We quote 5,900 Z-buffered, Gouraud shaded, 4 sided 100x100 independent
> polygons per second on the Personal Iris. The 100,000 polygons/second
> figure you heard is for the GTX products.
>
> Will you get 5,900 polygons per second in your application? Not if:
> 1) You spend any time computing the polygons, or spend any time
> re-organizing the vertex data to match the v() commands.
> 2) You spend any time clearing your window or z-buffer (remember, it
> takes ~10 microseconds to clear the screen, so at 30 frames/second
> ~20 percent of your time is spent just clearing the framebuffer).
> 3) You have big polygons (bigger than 10 by 10 pixels).
> 4) You use the old drawing commands.
> 5) You draw few polygons in double-buffered mode. Worst case is
> drawing one polygon, then swapping buffers-- the swapbuffers()
> command has to wait for the vertical retrace of the monitor you
> are using, so you will get only ~60 polygons/second.
>
[stuff deleted]
> --gavin (gavin at sgi.com)
>
However...
The polygons are z-buffered, gouraud-shaded, independent, randomly oriented
quadrilaterals.
Not a screen-aligned t-mesh.
thant (thant at sgi.com)
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