Do VBOs do anything on a device with unified memory? There is no
separate graphics memory on many of these devices, right?

On Jun 20, 9:51 pm, Robert Green <rbgrn....@gmail.com> wrote:
> Navigateur,
>
> Performance is highly device-dependent.  If you're not seeing any
> performance differences, it would be helpful if you listed on which
> device, what your FPS is with/without VBOs, etc..
>
> It sounds like you're doing it right.  I doubt it matters how you
> partition the vertex attributes.  You can do what you do or do what I
> do which is have 3 separate VBOs for them.  I would expect no
> difference there.  If you're not getting a performance improvement
> then that's not a bottleneck for your app/game, but it's still
> lightening the load on the bus so is a good thing overall.  Most games
> are fill-bound, not vert-bound.
>
> On Jun 20, 11:46 am, Navigateur <naveen.c...@googlemail.com> wrote:
>
> > What is your approximate experimental fps improvement using exactly
> > the same content with and without VBOs? I'm testing with 3000 static
> > verts (GL_STATIC_DRAW) and I'm getting exactly the same frame rate
> > with and without VBOs, only the set-up time is longer with VBOs. What
> > are your results with and without? If you're sure there's an
> > improvement, then what might I be doing wrong with my VBOs? (I'm using
> > 2 VBOs, one for the indices and the other for verts, normals and
> > texturecoords) And what's your way of doing it?
>
> > On Jun 20, 11:50 am, Robert Green <rbgrn....@gmail.com> wrote:
>
> > > The question "are VBOs faster" is a very subjective one.
>
> > > I can answer the question "are VBOs faster for large amounts of static
> > > geometry" and the answer in my experience has been "yes, very much so,
> > > especially on first-gen devices."
>
> > > For quads and such?  No.  In fact, it could actually be slower
> > > depending on the chip and implementation.
>
> > > VBOs are designed to reduce bus bandwidth usage for static geometry.
> > > If you're not pushing too much across that bus (as in the case of
> > > quads or very few, very low poly objects), they won't do much.  If, on
> > > the other hand, you're actually running static scenes that are moving
> > > 5k polys per draw eg (7.5k verts, 7.5k normals, 15k indices, 7.5k UVs)
> > > = 270Kb, you will most likely see some sort of improvement, especially
> > > on chips like the qualcomms as they have fairly slow transfers.  Just
> > > think, 270Kb @30fps = 8.1Mb of memory copying per second you're saving
> > > using VBOs.
>
> > > If you're rendering scenes that have REALLY large amounts of geometry
> > > (for mobile), such as 50k or 100k polys, you'll find that you'll be
> > > totally vert-bound on the first gen devices, so there's kind of that
> > > limit there as to how effective VBOs can be.  The spots where they
> > > REALLY shine, like really high poly counts, can't ever be used on the
> > > first-gen phones because they are incapable of processing that many
> > > vertices with high efficiency anyway.  High end devices running big
> > > scenes like that will really benefit from them because it's a whole
> > > lot of memory transfer savings.  Anyone doing things like that will
> > > want to be using configurable LoD to support the first-gens while
> > > keeping things high quality on newer chips.
>
> > > I would be interested in a simple test that increases poly count frame
> > > by frame and graphs the FPS up from 0 to 100k polys.  Running one pass
> > > textured and the other just colored would be a good way to
> > > discriminate between becoming fill-bound and memory or vert-bound.
> > > Seeing this data on an MSM7200, Cortex/PVR (Droid) and a snapdragon
> > > would be very useful for determining optimization targets.
>
> > > On Jun 20, 4:37 am, Navigateur <naveen.c...@googlemail.com> wrote:
>
> > > > No I'm not even using draw_texture. I'm comparing using VBOs to just
> > > > ordinary Buffers for the vertices (and no draw_texture). My test is
> > > > not near the max frame rate for my device.
>
> > > > On Jun 20, 12:21 am, Miguel Morales <therevolti...@gmail.com> wrote:
>
> > > > > Well, if you look at the talk google gave the developer gave a short
> > > > > note about 
> > > > > it:http://code.google.com/intl/es-ES/events/io/2010/sessions/writing-rea...
> > > > > If memory serves me correct, you won't gain much of a speed gain from
> > > > > using VBOs as opposed to say draw_texture.
> > > > > This is because the FPS is capped at 30FPS for some devices, however I
> > > > > can't recall the details.
>
> > > > > Miguel.
>
> > > > > On Sat, Jun 19, 2010 at 3:01 PM, Navigateur 
> > > > > <naveen.c...@googlemail.com> wrote:
> > > > > > I've been trying VBOs (3D) and I've seen no improvement at all on my
> > > > > > Motorola Dext over not using VBOs.
>
> > > > > > I've tried all kinds of configurations, interleaved arrays,
> > > > > > bytebuffers instead of floatbuffers, both direct and indirect.
>
> > > > > > My question is, has anybody got any measured improvement in frames 
> > > > > > per
> > > > > > second by using VBOs instead of exactly the same content without 
> > > > > > VBOs?
>
> > > > > > If and only if so, what were your fps results? And can you therefore
> > > > > > show me the "proper" way of doing VBOs instead of not?
> > > > > > Has anybody else got exactly the same fps with and without VBOs?
>
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> > > > > --http://diastrofunk.com,http://developingthedream.blogspot.com/,http:/...,
> > > > >  ~Isaiah 55:8-9- Hide quoted text -
>
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