Small Speed Test for MiniB3D

BlitzMax Forums/MiniB3D Module/Small Speed Test for MiniB3D

klepto2(Posted 2006) [#1]
Hi Guys, I need some info about fps and your system to decide if it is worth to include VBO as a second (Fast-)Surface system.

Here is the file:

http://klepto2.kl.funpic.de/DL/VBOTest.rar

Controls:

Space - change VBO\Standard
W - Wireframe
A/Y - Lower/Raise Cam
Arrows - Control Cam

thx


Perturbatio(Posted 2006) [#2]
I get 55fps on fast mode
10fps on slow mode


Eikon(Posted 2006) [#3]
Slow: 8 FPS
Fast: 40 FPS

P4 2.8, 1GB DDR400, Radeon 9800 Non Pro, XP SP1


dmaz(Posted 2006) [#4]
slow: 8
fast: 66


smilertoo(Posted 2006) [#5]
slow: 18
fast: 95


Picklesworth(Posted 2006) [#6]
Sorry to do this:
Bad bad results from me...

I can't give you the FPS because the text at the top left was mangled. In fact, it appeared as a boxy greenish blob.
The thing itself seemed to run fine (I saw a nice terrain... though there may have also been a bug where it showed me a huge mangle of polygons with no specific form), but after a minute that blasted ATI Catalyst thing decided that it had crashed (even though a 3d program was running just fine behind its little error message!) and reset my screen resolution to 640x480.
For some reason, it did not close the demo; just minimized it. I closed it myself, of course, by ending the process. I noticed that it was taking up around 160 MB of RAM!

I am running:
-Windows XP SP 2
-AMD Athlon XP 2500+
-Radeon 9600 Pro
-1280 MB RAM


xlsior(Posted 2006) [#7]
OK, whatever it is doing, my computer does not like it -- at all

I got a black screen with a couple of lines of garbled colors, with the windows taskbar at the bottom in a lower resolution than the desktop uses. No keys have any effect. then it gave me the windows desktop image back again at a lower resolution as well. I could move the mouse for a few secs before that too froze.

ALT-TAB had no effect, and neither did CTRL-ALT-DELETE.

After ~30 seconds or so my LCD monitor started bouncing a message around that said 'invalid input detected', on top of the garbled background.

Had to power down my PC to regain control again.


Extron(Posted 2006) [#8]
1) Slow : 14 - Fast : 80
2) Slow : 24 - Fast : 139


Leiden(Posted 2006) [#9]
13 on slow, 49 on fast.


Filax(Posted 2006) [#10]
Fast : 71
Slow : 27

Crash when quit


klepto2(Posted 2006) [#11]
Thx guys.
I think the crashes are the result of (sorry to say this) maybe crappy graphiccards or driver. And currently the VBO Integration has no fallback to regular Vertexarrays because normaly the driver should make a fallback itself. Also this terrain eats a lot of agp memory, so maybe the graphicmemory wasn't able to handle it.

But as a conclusion I would say it, that this method is worth to be added to minib3d. Maybe with some restrictions ;)

thx again.


Mikele(Posted 2006) [#12]
Fast:46
Slow:8

P4 3.2GHz/2GB Radeon 9800 PRO/128MB


Azathoth(Posted 2006) [#13]
Fast 96
Slow 16


Beaker(Posted 2006) [#14]
Fast: 84
Slow: 8


Sveinung(Posted 2006) [#15]
Fast: 157
Slow: 11

AMD64 FX-60/4Gb RAM, ATI X1950/512Mb


Yan(Posted 2006) [#16]
Fast - 64
Slow - 18


Abrexxes(Posted 2006) [#17]
Only black full Screen.

Athlon2600+(Barton)
Geforce6600gt/128Mb/newest driver ;)
XpSp2

cu


simonh(Posted 2006) [#18]
Interesting test - I'm surprised at how much faster VBOs are. Hopefully I can add them to MiniB3D.


simonh(Posted 2006) [#19]
Only black full Screen.

Did you wait 10-20 seconds? It takes that long for anything to be displayed.


FlameDuck(Posted 2006) [#20]
Fast: 9 FPS
Slow: 6 FPS

And it crashed upon exit.


Dreamora(Posted 2006) [#21]
Crashed here on exit as well.

Core Duo 2x 2Ghz, GF7600 256MB VRAM, 2GB RAM

The performance was not nearly the same as above. 40-50 fps with fast and 15-20 with slow.
So either they have set their opengl to full performance (I've it on quality) or it has to do with the modules and app build on a single processor system.


Leiden(Posted 2006) [#22]
His laptop or tablet (if He ran it on that) might be in power conserve mode, in which case, performance is dynamically reduced to save battery life. It really wouldnt have much to do with the CPU, VBO's are to do with the GPU -- although memory performance might come into play.


klepto2(Posted 2006) [#23]
Hi, again thx for the replies :)
Simon, here is VBO Version of MiniB3D:
http://klepto2.kl.funpic.de/DL/MiniB3DVBO.rar

Known issues:
Animated Meshes doesn't work currently because I couldn't find out where to add the Updatebuffer method :(
Also Sprites doesn't seem to update properly.
I will investigate further but you maybe know where to update the surfaces when loading an animated mesh.


xlsior(Posted 2006) [#24]
My videocard (which crashed) is an ATI Radeon 9600 Pro with 128MB, DirectX 9.0c


Picklesworth(Posted 2006) [#25]
Okay, two of the same video card crashed, then.

I suggest you look into this, Klepto; the Radeon 9600 is not a bad little video card...
Probably just a little bit overlooked somewhere.

It would be helpful if those for whom it did work posted their specs. Maybe this system here just doesn't like ATI?

Of course, if it really doesn't work (which is entirely possible), then I suggest you look into some way to detect if it will work so a fall-back could be used automatically.

Xlsior: Did it run for you at all?
It ran for me for about a minute.


Regular K(Posted 2006) [#26]
8 on slow
95 on fast


Leiden(Posted 2006) [#27]
It cant be that its just runnin' on ATi cards caus look at Regular's specs and it ran fine. Its probably got something to do with drivers/and or the card not fully supporting the OpenGL VBO extensions. Make a lil' test app that detects what features those cards support and see if VBO's are in there.


Takuan(Posted 2006) [#28]
No crash here but have artefacts with my Geforce6600GT, DX9c,XP SP2. Nvidia 91.47


xlsior(Posted 2006) [#29]
Xlsior: Did it run for you at all?
It ran for me for about a minute.


Nope... Tried several times, and it crashed each time, with slightly different visual results:

1) Black screen with a couple of widely spaced horizontal lines of garbled image data

2) black screen with windows taskbar

3) completetly black screen


FlameDuck(Posted 2006) [#30]
His laptop or tablet
Laptop. The tablet is a bit underpowered to do this kind of thing. Then again it would seem, so is the laptop.


klepto2(Posted 2006) [#31]
Here is another executable: http://klepto2.kl.funpic.de/DL/VBOTestFallback.rar

It is a new test with but this time you coudn't switch between
fast/slow. The app should decide if VBOs are supported and else it should take Vertex arrays. Also the terrain is texured now (Terrain and Textures are from Filax).
Also in the beginning the Program creates a logfile called 'MiniB3DLog'. Please post this file in a codebox.

It would be very nice if the people with problems could try this file and post their results again.

thx


FlameDuck(Posted 2006) [#32]
This version works better. It starts up 4 times faster, and does about 33 FPS in fast mode.


Abrexxes(Posted 2006) [#33]
Did you wait 10-20 seconds?


öhmm....no ^^

10/51 fps..no crash on exit

VBOfallback 33fps


Takuan(Posted 2006) [#34]
No problems anymore.
28 FPS on my 2Ghz AMD.



semar(Posted 2006) [#35]
5 fps here on Nvidia GeForce 4 MX 440 running on a Pentium 4 2.4 Ghz 1G Ram with Windows XP Pro SP 2




LarsG(Posted 2006) [#36]
57 FPS..



Beaker(Posted 2006) [#37]
38 FPS



Leiden(Posted 2006) [#38]
28 FPS.




GL_NV_vertex_program3 -- woot! Shader 3 :P Xactly' the same as Takuan. Shows CPU aint got notin to do with it.


Picklesworth(Posted 2006) [#39]
Working... in fast mode!

22 FPS, specs as above. (Radeon 9600 Pro -- er, SSE, I guess.)



Excellent work, Klepto :)
Previous weird graphics glitches which I previously saw on startup, perhaps running in slow mode (mangled polygons EVERYWHERE, causing the entire screen to be white, except in wireframe mode which revealed them) are gone.
No crashes at all, and it exited perfectly.


BlitzSupport(Posted 2006) [#40]
First test: 12/70 - crash on exit

Second test: 38 - no crash




xlsior(Posted 2006) [#41]
That one does work.
Runs in 'fast' mode. (hitting space won't toggle to the other one.) No crash.




klepto2(Posted 2006) [#42]
thats the correct behaviour, the trick behind this last version is, that it now detects if VBO is supported and if not it will automaticly fallback. So no need to load a second terrain with to switch between the two versions. Also thats why the starting time increases a lot.

thx


ckob(Posted 2006) [#43]
I get 7 :/
AMD athlon 64 bit 3400 Venice core
1 GB ram

MiniB3D Hardwareinfo:

Vendor:         NVIDIA Corporation
Renderer:       GeForce FX 5500/AGP/SSE2/3DNOW!
OpenGL-Version: 2.0.3

Max Texture Units: 4
Max Texture Size:  4096
Max Lights:        8

OpenGL Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control

- Ready -




Knotz(Posted 2006) [#44]
Fast mode, 39fps



Good luck.


klepto2(Posted 2006) [#45]
Small update :)
No files yet, but I want to let you know, that I have succesfully got the b3d loader (currently static meshes only) back working. anim_surfaces doesn't animate. Will look deeper tomorrow.


North(Posted 2006) [#46]
40fps




slenkar(Posted 2006) [#47]
I got 2FPS but I am using a very old crappy gfx card for 500,000 tris its a good result!




Grisu(Posted 2006) [#48]
Slow: 10
Fast: 92

x850xt-pe, 3GB Ra, x2 4600+


simesf(Posted 2006) [#49]
I used version VBOTest2nd and got fast 53 fps. If it's any help I'm using twin top of the range graphics nVidia cards - well, they were last May.


Progi1984(Posted 2006) [#50]
What's that : VBO ?


klepto2(Posted 2006) [#51]
VBO means Vertex Buffer Objects.
In fact it is used to store Vertex information directly on the Vram of your graphicscard, so you don't need to send the data every frame, what means that the Performance (on large Vertex data) will increase enormous.


Picklesworth(Posted 2006) [#52]
Oooh, that's cool :)

What kind of limitations are caused by that, then, since people tend to have a lot more RAM than VRAM? (Or is all the data eventually dumped to VRAM either way?)


AdrianT(Posted 2006) [#53]
yeah VBO's are one of the reasons Ogre3D is so fast and Torque so slow. Looking forward to seeing how this develops.


Beaker(Posted 2006) [#54]
Is it worth only using VBOs for static meshes, and then using standard meshes for vertex animated objects?


Dreamora(Posted 2006) [#55]
If you are able to use Vertex Shaders for animation (like WoW for example), then VBOs are the way but yes, normally you wouldn't use VBOs for animated objects.


plash(Posted 2007) [#56]
Does Blitz3D use VBO? because I never noticed any driver/card problems on heightmap examples from b3d, and it was alot faster then any minib3d terrain examples on my machine..

XP Pro SP2 512MB Ram 2.2Ghz Intel Processor ATI Radeon 7500 (laptop :()

VBO Fallback test rendered the mesh for a second then the program stopped responding, I let it sit for a good 30 seconds, and it did nothing.




Sledge(Posted 2007) [#57]
Ha ha -- 2fps for both methods on my 1.6Ghz lappy with integrated GFX. Doesn't crash (or texture the terrain) though.


sswift(Posted 2007) [#58]
So am I to understand that all this time Blitz 3D was not storing the meshes on the video card? No wonder my mesh terrains didn't have the kind of performance I expected them to have...

But if that's the case, why did my mesh terrain system crash when I had more than X number of meshes? I thought it was crashing cause I ran out of video ram, but obviously if the meshes weren't being stored on the card in the first place that couldn't have been the case.


*(Posted 2007) [#59]
slow 7fps
fast 25 fps