1k triangles at 60fps - acceptable?
Yesterday I've played around a little bit with OpenGL and one thing astounded me: I can only draw 1k triangles before I reach 60fps border. That's only 60k triangles per second, not much in my book.
Is this acceptable/expected performance and I should strive to reduce the number of vertices that are processed? Or I am doing something terribly wrong with the API?
* Vertices in buffer: 3000
* Vertices type: 3 x GL_FLOAT
* Draw method: glDrawArrays (no indexing)
* Buffer usage type: GL_STATIC_DRAW (not updated every frame, obviously)
* Shaders: simplistic (pass through + constant color)
* Textures: no
* Multisampling: no
* Blending: no
* Depth: no
* Explicit synchronization: no
* GPU Perf Monitor CPU time: 0.2%
* GPU Perf Monitor GPU time: 99%
* GPU Perf Monitor GPU utilization: low!
* Windowed: yes (640x480)
* Machine: Radeon HD 4850 (512 MB), AMD Phenom X2, 6GB
* OpenGL version: Core OpenGL 3.3
Last edited by red1939; 08-23-2013 at 05:12 AM.
Reason: Too small vertices count.