Hardware instancing in effect

December 18, 2010

Right now I am just testing the efficiency of the rendering code with thousands of instanced objects, and half of them being updated individually in rotation and position in each frame. There are over 770,000 polygons in the scene. At 854 x 480 resolution, my ATI HD 4650 card runs it at a reasonable 87 frames per second with all objects in view.

Currently, the engine is capable of hardware instancing, and frustum culling per instance. Which means only renders objects that fall into the camera’s view. No further scene optimization has been done yet.

In a future post I will go more in-depth on the components the engine currently uses. Meanwhile here’s a cool picture showing part of a scene of 4000 instanced objects.

Culling test



Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s

%d bloggers like this: