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OpenGL draw call test

Started by
9 comments, last by Geri 1 year, 4 months ago

Linux + Quadro 4000

(closed source nvidia driver)

Vendor: NVIDIA Corporation
GPU: Quadro 4000/PCIe/SSE2
Version: 4.6.0 NVIDIA 390.157

Raw glVertex3f performance - tiny polygon count (OpenGL 1.0):
   151k polygons at 60 fps max
        (9116120 poly/sec)
        (9116120 pairs/sec when each glBein/glEnd pair contains one triangles)

Raw glVertex3f performance  - small polygon count (OpenGL 1.0):
   372k polygons at 60 fps max
        (22355164 poly/sec)
        (1862930 pairs/sec when each glBein/glEnd pair contains 12 triangles)

Raw glVertex3f performance  - medium polygon count (OpenGL 1.0):
   336k polygons at 60 fps max
        (20186310 poly/sec)
        (67287 pairs/sec when each glBein/glEnd pair contains 300 triangles)

glCallList performance - small polygon count (OpenGL 1.0):
   7994k polygons at 60 fps max
        (479672060 poly/sec)
        (3997267 call/sec when each call emits 120 poly)

glCallList performance - medium polygon count (OpenGL 1.0):
   4442k polygons at 60 fps max
        (266534873 poly/sec)
        (88844 call/sec when each call emits 3000 poly)

glCallList performance - high polygon count (OpenGL 1.0):
   11685k polygons at 60 fps max
        (701113840 poly/sec)
        (17117 call/sec when each call emits 40960 poly)

glCallList performance - large polygon count (OpenGL 1.0):
   5073k polygons at 60 fps max
        (304415275 poly/sec)
        (1161 call/sec when each call emits 262144 poly)

Combined glVertex3f+glTexCoord+glColor performance  - tiny polygon count (OpenGL 1.0):
   221k polygons at 60 fps max
        (13301587 poly/sec)
        (13301587 ninelets/sec)

Combined glVertex3f+glTexCoord+glColor performance - small polygon count (OpenGL 1.0):
   251k polygons at 60 fps max
        (15082063 poly/sec)
        (1256838 pairs/sec, where each glBein/glEnd pair contains 12 triangles)

Combined glVertex3f+glTexCoord+glColor performance - medium polygon count (OpenGL 1.0):
   242k polygons at 60 fps max
        (14527151 poly/sec)
        (48423 pairs/sec, where each glBein/glEnd pair contains 300 triangles)

Raw glDrawArrays performance - tiny polygon count (OpenGL 1.1):
   528k polygon at 60 fps max
        (31705812 polygon/sec)
        (2642151 call/sec when each call emits 12 poly)

Raw glDrawArrays performance - small polygon count (OpenGL 1.1):
   929k polygon at 60 fps max
        (55747722 polygon/sec)
        (61941 call/sec when each call emits 900 poly)

Raw glDrawArrays performance - medium polygon count (OpenGL 1.1):
   572k polygon at 60 fps max
        (34334933 polygon/sec)
        (2794 call/sec when each call emits 12288 poly)

Vertex Buffer Object pipeline - tiny polygon count (OpenGL 1.5/2.0+):
   605k polygon at 60 fps max
        (36322192 polygon/sec)
        (3026849 call/sec when each call emits 12 poly)

Vertex Buffer Object pipeline - small polygon count (OpenGL 1.5/2.0+):
   3896k polygon at 60 fps max
        (233812786 polygon/sec)
        (259791 call/sec when each call emits 900 poly)

Vertex Buffer Object pipeline - medium polygon count (OpenGL 1.5/2.0+):
   2373k polygon at 60 fps max
        (142406368 polygon/sec)
        (11589 call/sec when each call emits 12288 poly)

Vertex Buffer Object pipeline - large polygon count (OpenGL 1.5/2.0+):
   317k polygon at 60 fps max
        (19052860 polygon/sec)
        (96 call/sec when each call emits 196608 poly)

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