I am currently working on a 3D driving simulator and have found the performance is well below what I would like it to be. I will give you a little info about how it has been implemented, first, and then give you my numerical data.
First, the game uses predefined city blocks to draw pieces of the world. All these predefined blocks are stored in display lists and when called are translated to their position in the world (Example: There are intersection pieces and straight road pieces). There are also predefined cars implemented the same way as the city blocks.
Now, on each piece there are about 150 polygons, mostly QUADS, and we draw at most 12 city blocks at a time. So this turns out to be about 1800 polygons per block, plus cars. The cars have about 100 polygons apiece, again mostly QUADS, and average about 6 cars per scene. So polygon count is on average about 2500 polygons per scene. Also we use no more than 5 textures per city block so possibly 60 textures per scene. Texture objects have been used to store the textures.
I am currently getting less than 20 fps running at 1152x864 resolution, in GLUT fullscreen mode, and a little over 20 fps at 640x480 resolution. These numbers seem really disappointing to me considering this is being run on a PIII 533 with a TNT2 card. What kind of frame rate should I be aiming for and how can I go about attaining this rate? The simulator is intended to run on as many machines as possible, so the faster it runs the better. Any help would be greatly appreciated.
Thanks in advance,
Kevin.



. I will give you a little info about how it has been implemented, first, and then give you my numerical data.
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