Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 7 of 7

Thread: VOB performance

  1. #1
    Junior Member Regular Contributor
    Join Date
    May 2003
    Location
    Hungary, Budapest
    Posts
    109

    VOB performance

    Does anyone know how much performance gain I can have from using Vertex Buffer Objects?
    I have a test with AthlonXP1800+, GeforceTi4200: there are no textures, only vertexes and normal vectors (yet).
    So, it's about 40% faster. Is it ok?
    The original program used glVector3fv and such functions.

  2. #2
    Senior Member OpenGL Guru
    Join Date
    Mar 2001
    Posts
    3,768

    Re: VOB performance

    I wouldn't worry too much about it. VBO's, in the long run, are going to be the optimized rendering path for OpenGL.

  3. #3

    Re: VOB performance

    Hi,

    I would like to post my result about VBO extension...

    flat triangles with 1 buffer
    on linux (GF 4 TI 4600, Athlon 1.2Ghz):
    19Mtri/sec
    on windows (GF 4 TI 4600, Athlon XP 1800):
    35Mtri/sec

    It seems that if we use more than 1 buffer, we loss a lots of fps on nvidia, anyone can confirm this fact ?
    and is there the same problem on ATI ?

    psc80

  4. #4
    Advanced Member Frequent Contributor
    Join Date
    May 2000
    Location
    London, UK
    Posts
    548

    Re: VOB performance

    I would like to know if VBO is currently faster or slower than VAR or maybe it's the same speed? Anyone done any benchmarking on this?

  5. #5
    Junior Member Regular Contributor
    Join Date
    May 2003
    Location
    Hungary, Budapest
    Posts
    109

    Re: VOB performance

    Originally posted by Adrian:
    I would like to know if VBO is currently faster or slower than VAR or maybe it's the same speed? Anyone done any benchmarking on this?
    Some people say that the VAR is faster a little bit.
    NVIDIA says that it should have the same performance.

  6. #6
    Member Regular Contributor
    Join Date
    Jan 2003
    Location
    Edmonton, Alberta, Canada
    Posts
    322

    Re: VOB performance

    Unless there's a significant speed difference, you really shouldn't worry. It's best to get used to VBO as much as possible since it's meant to replace similar vendor specific extensions.

  7. #7
    Senior Member OpenGL Guru
    Join Date
    Dec 2000
    Location
    Reutlingen, Germany
    Posts
    2,052

    Re: VOB performance

    I added VBO support to my engine just 3 days ago.
    First i have to say, that VBO is MUCH easier to implement, than VAR. It takes only 5 to 10 function-calls to get well organized buffers. In VAR i had to do all this organization-stuff myself, which took me several days to get it as good as possible.

    I compared the speed between VAR and VBO. Both were equally fast. But this was a "real-case" scenary, that means, i had a real level, with 20 to 40 texture-switches and only a few thousand triangles (less than 4000). So i donīt know if there is a difference, if you try to get as much triangles out as possible.

    Jan.
    GLIM - Immediate Mode Emulation for GL3

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •