OpenGL Performance Questions

Posted by Daniel on Game Development See other posts from Game Development or by Daniel
Published on 2011-03-09T09:11:42Z Indexed on 2011/03/09 16:19 UTC
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This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want.

A lot of tutorials, and even SO questions have similar tips; generally covering:

  • Use GL face culling (the OpenGL function, not the scene logic)
  • Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be).
  • Use interleaved Vertices
  • Minimize as many GL calls as possible, batch where appropriate

And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change.

Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use?

My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance.

Note: I am looking into gDEBugger at the moment

Cross posted at StackOverflow

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