Maes
I like big butts!

Posts: 8662
Registered: 07-06 |
To make those benchmarks even more meaningful, a way to compare "renderless" performance should be provided, aka how many FPS would be obtained if actors were updated, BSP tree navigated etc. but NOTHING actually drawn to the screen (however, the BSP tree and any geometry-building functions, visplane & sprite clipping and sorting etc. must still be performed, so what is compared is the actual time needed to set up everything for a draw, however without actually performing it.
This means that OpenGL directives must not be sent, drawcol & drawspan functions must not be called etc. but everything else should be done.
The value of "FPS" that you will obtain in this way, will also be the upper bound on the speedup that even the world's most perfect renderer will give you, and gives a good idea of what overheads will always be there even if you parallelize/delegate the actual drawing to hardware.
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