Graf Zahl
Why don't I have a custom title by now?!
Posts: 6963
Registered: 01-03 |
That may be but I just can't find anything that really helps in cases where not an extremely high number of 3D floors is involved.
The time for generating the rendering data is just not high enough compared to BSP traversal or actually passing the data to OpenGL.
Here's a benchmark of a really large map that renders a lot of linedefs:
code:
Map map09: "hobb's end horror",
x = -2948.9402, y = -3467.5623, z = 681.0000, angle = 270.0110, pitch = 13.3594
Walls: 6421 (0 splits, 548 t-splits, 21043 vertices)
Flats: 2046 (11582 primitives, 60080 vertices)
Sprites: 150, Decals=0
W: Render=3.864, Split = 0.000, --->Setup=2.040, Clip=2.929
F: Render=1.107, Setup=0.580
S: Render=0.101, Setup=0.311
All=15.743, Render=7.224, Setup=7.311, BSP = 1.442, Portal=0.000, Finish=1.132
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 7 lower, 0.008 ms
65 fps
The one value marked with an arrow is the only thing in here that would benefit from precalculated geometry and it's maybe 12% of the overall time required to render the entire scene - which can't even be saved fully. I'd be lucky if I got time savings of 1 ms out of this. And that's just not worth the hassle.
(Oh, and just in case you are interested: Doomsday manages 9 fps in the same scene on the same system.)
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