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shelll
04-06-2006, 02:43 AM
i am rendering hundreds of thousands of lines. i must draw every fragment, so i can't use depthtesting (or any other testing :) ). i am using blending for accumulating the overdraw.

i am unable to improve performnace, there is no difference between IM vs. VA vs. VBO (with VA and VBO i am using simple vertex shaders, no precomputing on CPU). fragments shaders are also simple (one liners, just setting the color).

with gdebugger and instrumented driver i found out, that i am rasterization bound. the app is 99% of the time waiting for ROP.

now i am achieving 220-250 millions of fragments per second on a pci-e gf6600gt 128MB, a64 3000+, 2GB ram, win xp sp2, with 80 series drivers. is this the max performance of this card? or could it be better?

Zulfiqar Malik
04-06-2006, 04:53 AM
http://techreport.com/reviews/2004q3/geforce-6600gt/index.x?pg=3
http://www.extremetech.com/article2/0,1697,1643480,00.asp

shelll
04-06-2006, 07:19 AM
those pages are contradictory, one says 2Gpixels/sec and other 4Gpixels/sec.

that is theoretical peak, which says, that my app could be 10 to 20 times faster. hahaha. how to achieve that???

ZbuffeR
04-06-2006, 10:14 AM
Consumer cards have typically less performance with lines.
Do you use smooth lines ? multisampling ? more-than-1 width ? All these can slow you down.

shelll
04-06-2006, 10:19 AM
no AA, no smooth lines, width just 1.

i tried rendering lines as degenerated quads, but performance was the same, but visual quality was bad