Chryso

Hello,

So I am rendering a 3D scene. I do run a kind of old card ATI Radeon 9800 Pro+ (@XT)
I am having the following problem after heavy debugging:
I am drawing different part of the frame. However the graphic processor does not have the time to manage all the data I ask it to handle. So when I draw the next part it has not yet finished to process the precedent data. So I have an interruption on the main processor.
The GP is slow enough that I find myself with 90% of my processor time used to manage interruptions.

Any one knows either:
- A way to compile different textures, meshes so on in one big lump that is then sent to the GP
- A way to wait for the GP to finish processing the preceding batch of data sent before sending new data

Regards,
Chryso


Re: Game Technologies: Graphics XNA Graphics Performance Issues with GraphicDevice

Jim Perry

Chryso wrote:
However the graphic processor does not have the time to manage all the data I ask it to handle.

What exactly is in the scene you're rendering !






Re: Game Technologies: Graphics XNA Graphics Performance Issues with GraphicDevice

Chryso

We have a ground, buildings, roofs and some meshes.
The "map" is 64*64 pixels.
We have between 4 or 5 meshes that have about a thousand polygons.
We also have one or two static object with a thousand polygons.

Nothing really that heavy I would say. Another point that might help you help me would be that on GP that runs shaders 3.0 it runs way smoothly than on mine.

regards,
Chryso




Re: Game Technologies: Graphics XNA Graphics Performance Issues with GraphicDevice

Jim Perry

I can't imagine that card isn't able to handle that small amount of data. How are you rendering it