[Papervision3D] Games and Stories AND clipping

Jon Bradley jbradley at postcentral.com
Sat Dec 30 19:46:24 EST 2006


I think you can significantly alter the playback performance if it's  
done right. This will definitely affect game work, because you're not  
going to be dealing with situations where it's just one model in the  
view.

FWIW, I was reading about some comments on the list about the PS1 ...  
listing it as around 5k polys per second (??). You might be referring  
to the sprite handling capabilities - which is closer to those  
estimates (4k/s). I believe the maximum throughput is about 1.5  
million flat-shaded polys / s, or somewhere around a half mil  
textured/lit polys / s. And that's only what's in the view at the  
current time, not what's contained in the world scene. I don't want  
anyone thinking we'll ever reach that level in Flash (or even  
remotely close). :) Plus, the PS1 had a geometry engine right on the  
chip for transformations.

As for Quake ... I'm pretty sure that it is OpenGL optimized, which  
utilizes the graphics card of the machine for a large amount of the  
processing. An interesting read - http://www.bluesnews.com/abrash/ 
chap69.shtml

cheers all... and have a happy Papervision new year!

- jon


On Dec 30, 2006, at 5:11 PM, Carlos Ulloa wrote:

> Hi Jon,
>
> Organizing the scene can lower the rendered poly count  
> significantly. That's something I want to study carefully. The  
> techniques and optimization of Quake are still pretty amazing for a  
> software renderer.
>
> Welcome to the list,
>
> C4RL05
> // noventaynueve.com
> // papervision3d.org

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