Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!decwrl!sgi!thant@horus.SGI.COM From: thant@horus.SGI.COM (Thant Tessman) Newsgroups: comp.sys.sgi Subject: Re: Personal IRIS benchmarks Summary: However... Keywords: benchmark, polygons Message-ID: <26615@sgi.SGI.COM> Date: 10 Feb 89 19:20:58 GMT References: <8902091617.AA23739@aero4.larc.nasa.gov> <26596@sgi.SGI.COM> Sender: daemon@sgi.SGI.COM Organization: Silicon Graphics, Inc., Mountain View, CA Lines: 30 In article <26596@sgi.SGI.COM>, gavin@krypton.SGI.COM (Gavin Bell) writes: > We quote 5,900 Z-buffered, Gouraud shaded, 4 sided 100x100 independent > polygons per second on the Personal Iris. The 100,000 polygons/second > figure you heard is for the GTX products. > > Will you get 5,900 polygons per second in your application? Not if: > 1) You spend any time computing the polygons, or spend any time > re-organizing the vertex data to match the v() commands. > 2) You spend any time clearing your window or z-buffer (remember, it > takes ~10 microseconds to clear the screen, so at 30 frames/second > ~20 percent of your time is spent just clearing the framebuffer). > 3) You have big polygons (bigger than 10 by 10 pixels). > 4) You use the old drawing commands. > 5) You draw few polygons in double-buffered mode. Worst case is > drawing one polygon, then swapping buffers-- the swapbuffers() > command has to wait for the vertical retrace of the monitor you > are using, so you will get only ~60 polygons/second. > [stuff deleted] > --gavin (gavin@sgi.com) > However... The polygons are z-buffered, gouraud-shaded, independent, randomly oriented quadrilaterals. Not a screen-aligned t-mesh. thant (thant@sgi.com)