[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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