On Mon, 8 Jul 2002, Leif Delgass wrote:

> On Sun, 7 Jul 2002, David Willmore wrote:
> 
> > 
> > I just did an informal real world benchmark on the Mach64
> > driver 20020704.  Bzflag runs fine without any texturing,
> > but with all other options except smoothing.  That one
> > knocked performance down horribly, too.  In relatively
> > simple worlds with all but the two mentioned settings at
> > max, I was getting 17-18 FPS.  Knock quality down and I
> > got 22.
> > 
> > Is texturing and smoothing slow because it's implemented in
> > software or because I have too little memory left over for
> > textures?  I've got 8M of video memory and I'm running at
> > 1024x768x16.
> 
> Any anti-aliasing (point, line, or polygon) causes software fallback.  
> Some texture environments like GL_BLEND are also software fallbacks (not
> to be confused with alpha blending with the framebuffer).  I have the same
> amount of mem and use the same resolution as you.  Memory shouldn't be a
> problem unless the texture demands of the app are very large.  

I should clarify: the texture mem available is currently determined by the
max resolution configured and the AGP size (if it's an AGP card, of
course), but you'll get better framerates by setting games to use a
resolution lower than 1024x768.  I tend to stick to 640x480 or maybe
800x600 for games, but my desktop is 1024x768.

> If textures
> cause massive slowdown, then the app is probably using a texture
> environment that's a fallback.  Often in that case, there will be a
> slowdown only in certain areas of the world where the fallback textures
> are visible, or when certain transparency effects are used.
> 
> At some point I could try to put all this down in a little chart of what 
> works and doesn't work and what is done in software for mach64. 

-- 
Leif Delgass 
http://www.retinalburn.net



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