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?