Game Development Community

how many polys per second

by Gregg"illy"fellows · in Technical Issues · 03/03/2002 (6:15 pm) · 12 replies

i was just wondering at 60fps how many polys the torque engine could move per second ?

#1
03/03/2002 (7:31 pm)
The engine has a very large range. More stuff = less frames. Better hardware = more frames.

So asking really isn't going to be too helpful unless you know the hardware and have the game (made in the engine) in a near finished state. The starting demo would give better framerate than a full game, so you really can't tell...

Just know, the engine is very powerful. Can't really quantify the power since all you are dealing with is an engine, and well... we have no standardized hardware.
#2
03/04/2002 (3:06 am)
say with specs such as PIII 1ghz 128mb of ram and 32mbgf2 mx, as a benchmark machine. How many polys?
#3
03/04/2002 (4:32 am)
would it be possible to write a "polycounter" GUI object? Or is there already a way to know how many polys are rendered? For level designers this is really a great help.
#4
03/05/2002 (11:20 pm)
There already is something implemented for giving face counts and such. Look in metrics.cs for more info.

Alc
#5
03/05/2002 (11:47 pm)
Send me the system and ill benchmark with it hehe.

You benchmark games... not engines. So either way, it's not important since you have nothing to compare to.
#6
03/06/2002 (5:45 am)
hmmm i dont know about Torque but Nebula has a poly counter already in it... the exact command to get it is


/sys/servers/console.watch gfx_triangles


i doubt this is any use to you..
#7
03/06/2002 (6:04 am)
well... for mappers it would be a very usefull tool if it lets you know how many .dif faces are rendered, how many .dts faces... and how many terain faces. That way if you have a slowdown in a certain area you can optimize it to the best.
So, if there are already some functions in for that... could someone make a GUI object of it? I'm not a programmer... ;)
#8
03/06/2002 (9:16 am)
Type "glenablemetrics(true);" in the console. Then type "metrics(video);". You'll get a frame rate and a whole bunch of other numbers at the top of your screen. TC = triangle count, which is what your looking for.

Alc
#9
03/06/2002 (9:24 am)
ah... great.. tnx
#10
03/06/2002 (2:45 pm)
thx for the help it is for a specific use and will be very helpful :)
#11
03/06/2002 (4:11 pm)
You know what would make this even more useful for mappers (for optimizing a map)?

Insert a 'tri-dot-mode-thingy'. OK, explanation. When you (the mapper) are noticing framerate bog, you need to know what the real culprits are. Often it is obvious. Sometimes it isn't.

You just know that you look in a certain direction from a certain point and the framerate falls to crap. Lots of terrain and buildings and objects over there... don't really want to get rid of anything if you can just add a hill to block part of the view, or mebbe just shuffle things around a bit. But how do you know what to shuffle or hide for the best effect?

Enter the 'tri-dot-mode-thingy'. Turn that baby on, and each triangle drawn for the current scene (not players etc, just static stuff like buildings, trees and terrain) gets a bright purple dot drawn in the middle of it (or even on a vertex, as long as you get one dot per tri, and only on visible tri's). The dots are just like the object centers you already see in the editor, only purple (or some other not-red color that stands out against the common map colors).

All of a sudden, you, the mapper, knows exactly what to do. Over there by those trees in the distance is a nastly little mass of purple dots all packed close together. You turn off the 'tri-dot-mode-thingy', look there, and think to yourself "Jeez, I didn't even see that building there... hmmm. What if I put a hill between here and that building?" Problem solved, framerate saved.

Just a silly little idea. I'm not going to code it, but I bet it wouldn't be too hard for one of our leet OGL coders around here to throw in... :]
#12
03/06/2002 (4:20 pm)
Look around the metrics functions. There is a debug/counter for pretty much EVERYTHING that you'd need. water info, interior info, poly info, framerate info, model info...

Metrics.cs is the place to start looking, and the code posted here and also in the GG Community Newsletter in the Q&A section should help you get started. Just swap the string passed to the function with the "mode" you need.

I haven't used anything besides framerate though, so I don't know how helpful the other modes are. Looking in script though, there's a lot of data that you can access.