The RMQ Engine is now faster than DirectQ in just about every situation. My 400 Knights stress test is the one where the speed increase is highest, with it being over twice as fast as DirectQ (just over 100 FPS vs just below 50 FPS).
This is a very good result and gives me some useful pointers for moving forward with DirectQ 1.9; it's now very obvious that removing the legacy code paths is very much The Right Thing to do, and should see DirectQ jumping ahead again, especially as MDLs in DirectQ are going to be completely on the GPU.
I might fast-track some of the GPU MDL code to DirectQ over the next few days, as I'm hugely interested in doing a head-to-head comparison of the two engines and the two APIs. If I do, I'll be certain to post an update.
I'll also do my best to get that long-awaited release out while I'm at it.
Update: a quick experiment with DirectQ indicates that it's highly unlikely that going fully on the GPU for MDLs is going to be feasible. The fundamental problem is that the data sets are just so huge - an ID1 map needs about 44MB for it's vertexes!
Of course today's GPUs can take the strain, but at the same time - while I will be raising the entry level for 1.9 - I do want to keep it at a 128MB D3D9 card.
It's not totally the end of the world; I can still do similar to what I've done with RMQ and keep indexes and texcoords in a static VBO but have vertexes in a dynamic one. Even that alone is sufficient to remove a colossal part of the overhead of rendering MDLs. Fully on the GPU certainly would have been nice though - oh well.
Tuesday, September 14, 2010
RMQ Engine Performance
Posted by
mhquake
at
8:54 PM
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