Multiple large scale models combined demo and test results

Software: Away3D 4.x

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Darcey, Moderator
Posted: 12 September 2011 12:43 AM   Total Posts: 209

http://www.allforthecode.co.uk/away3d/Away3D_4/CityTest/

To move around, use the keys:
w = forward
s = backward
a = left
d = right
space = up
x = down


Running stats:
Only applications that change to open here are firefox and chrome.

Chrome
EvgaPrecision (free tool google it for download pc) for GTX 570 reads changes of:
GPU usage running demo in chrome:  5% (spinning scene round)
GFX Card Ram usage running demo in chrome: 312mb

GPU usage running blank tab in chrome: 0%
GFX Card Ram usage running blank tab in chrome: 199mb

FireFox
GPU usage running demo in firefox 3.6.22:  5% (spinning scene round)
GFX Card Ram usage running demo in firefox 3.6.22: 330mb

GPU usage running blank tab in firefox 3.6.22: 0%
GFX Card Ram usage running blank tab in firefox 3.6.22: 201mb


Windows task manager stats:

Chrome
CPU usage running demo in chrome: Jumping between 3% and 6%
CPU Ram usage running demo in chrome: 2.72GB

CPU usage blank page in chrome: Bouncing between 0% and 1%
Ram usage blank page in chrome: 2.54GB

FireFox
CPU usage running demo in firefox: Jumping between 3% and 9%
Ram usage running demo in firefox: 2.71GB

CPU usage blank page in firefox: Bouncing between 0% and 1%
Ram usage blank page in firefox: 2.52GB

 

Framerates for Chrome and FireFox 3.6.22
Framerate 58 to 62 when not moving
Framerate 50 to 62 when moving


Hardware
GTX 570
Win 7
CPU i7 @ 2.8GHz
10GB DDR3

 

Bugs
1. Alpha cannot be applied as this messes up z depth sorting (known bug I think)

2. 3DS mesh is flipped and had to be scaled in the negative to show up the same as what it looked like in Blender

3. Reflection is not quite right from the cubemap.


Post your stats and hardware, the more data we get, the better idea we will have to know what we can get away with building in the FP11.

D

   

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Ringo Blanken, Administrator
Posted: 12 September 2011 05:00 AM   Total Posts: 120   [ # 1 ]

Black screen with 134.000 poly’s in the counter.
Did you use latest flashplayer?

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Freelancer: http://www.ringo.nl/en/
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Samuel Girardin, Member
Posted: 12 September 2011 08:19 AM   Total Posts: 74   [ # 2 ]

Black screen too (134000 POLY) with FP11 RC1

Samuel.

   

Avatar
Darcey, Moderator
Posted: 12 September 2011 08:22 AM   Total Posts: 209   [ # 3 ]

New version uploading now… Forgot to install latest FP11.

Give it a go now… Note there are no preloaders in place…

SWF is 2.3mb
3D Model is 4.5mb (but you will have notification this is loading)

D

   

Avatar
Darcey, Moderator
Posted: 12 September 2011 08:25 AM   Total Posts: 209   [ # 4 ]

With the latest Flash Player my frame rates are resulting in better performance: 58 to 62 (while spinning the scene around).

   

Samuel Girardin, Member
Posted: 12 September 2011 12:32 PM   Total Posts: 74   [ # 5 ]

Hi,

13-17 fps with my office computer on an old nvidia 7600 GS on a Intel Q6600.

Samuel

   

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Ringo Blanken, Administrator
Posted: 12 September 2011 01:17 PM   Total Posts: 120   [ # 6 ]

Lots’ of small spikes but run mostly 60/60 here.

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Freelancer: http://www.ringo.nl/en/
http://www.jiglibflash.com
http://www.awayphysics.com
http://www.away3d.com

   

tcorbet, Jr. Member
Posted: 12 September 2011 05:03 PM   Total Posts: 31   [ # 7 ]

01.  Thank you for providing an interesting use case.

02.  My configuration is a Q6600 host [2.4MHz, standard clocking] with an NVidia GeForce 9600 display adapter.

03.  You say that you experience 58-62 fps performance ‘while rotating’ the scene.  I find that the performance when doing that rotation is very dependent upon the then-current poly count.  If I position the view primarily in the forest, where the poly count drops to almost nothing, I get the same performance you describe, but if I position the view primarily in the ‘busy’ portions of the architecture, the more typical fps metric is closer to 40.  Is your experience of 58-62 true regardless of the poly count?

04.  On the CPU side, the player is only able to use a single core, and whether there is activity on the display or it is held steady, your model results in an overall CPU utilization of about 20%—something over 60% on its own core.

05.  It’s a wonderful demo/test.  I do get one ‘un-nice’ result.  If I position the camera to point at the ‘busiest’ part of the architecture, where there seem to be many acute triangles, the scene ‘shimmers’ from the effects of triangle depth fighting.  Interestingly, that is a transient phenomenon which ‘settles to a steady state’ with no shimmer about 1.5-2.0 seconds after camera motion stops.  I’d be interested to know whether my experience is common, or am I just left with a too old video card.

   

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Darcey, Moderator
Posted: 12 September 2011 05:14 PM   Total Posts: 209   [ # 8 ]

1. Your welcome

2. Should do the job

3. Yes the test is for being placed in the busiest part of the model, having it outside of the model with most of the view using only the cubemap it’s not much of a test as this should have no problems on the majority of machines.

4. Results are for all to see what is going on, and the more data we collect here. Some time in the future people googling for this info may stumble upon this and find it useful.

5. I get the shimmers too, some of this is due to the model not being 100% correct as to why it does it on the correct parts - me no have a clue. You should see the demo if I run it with the models material with an alpha of 0.9 (anything other than 1). Z-Depth sorting is out the window lol

There are a few other issues, check the reflection of the cubemap in some of the areas it gets partially rotated on flat surfaces.

Thank you for taking the time to report your results smile


@Everyone
Post how your machine handles the demo, your fps and your hardware so we can all have a good idea what we can get away with in the new FP11.

http://www.allforthecode.co.uk/away3d/Away3D_4/CityTest/

   

Somokon, Member
Posted: 12 September 2011 05:27 PM   Total Posts: 75   [ # 9 ]

At the office: Mac Pro with 2.66Ghz Quad core Intel Xeon, and Nvidia GT 120.

Runs at 55-60 FPS, with frequent dips to anywhere between 14 and 40 FPS that last for a split second.

The framerate dips however are a problem with Macs as this happens in my project as well.

I’ll edit this post later with results from my home PC.

   

Mr Margaret Scratcher, Sr. Member
Posted: 12 September 2011 05:39 PM   Total Posts: 344   [ # 10 ]

Dell Studio 15 laptop p8600 dual core (one of the last pre ‘i’ series) with ati video card, getting pretty my 58-60, with the occasional dip.

   
   

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