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  Graphics3D.releaseTarget() performances  (Read 1543 times)
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Offline calzada

Junior Devvie

m3g is the truth

« Posted 2005-05-16 16:11:00 »


I finished to wrote a game using m3g technology.
On the emulator, everything works fine with a very good FPS (40)
Although I know it's on a emulator, i was expecting pretty good performances on a real handset.
But I was surprise to have a FPS of 1 or 2 .... Sad (on SE s700)

So I monitored my game and discovered it spends 70% in the Graphics3D.releaseTarget() method.

My game have textured 3d object (overall it has 1500 polygons)

I'd like to know:
- if 1500 polygons is too much for such devise
- tips/trick to optimize Graphics3D.releaseTarget()
- should i use small texture size (I have 1 texture which is 128*256) and about 20 textures of 64*64

Thanks for your ideas,

Mobile Entertainment Studio: M-E-S
Offline Abuse

JGO Knight

Medals: 28

falling into the abyss of reality

« Reply #1 - Posted 2005-05-16 17:25:41 »

Sony Ericsson's implementation of JSR184 is not particularly fast.

Couple that with the S700 - the slowest of all Sony's JSR184 handsets - its unsurprising the performance is dire.

Have a look at Jbenchmark3D if you want a comprehensive, and fairly accurate performance guage.

warning - The high detail performance comparisons should be disregarded as its down to the implementation as to which rendering hints are honoured.
Phones such as the Sharp902SH get disproportionately large scores because they simply ignore all high-quality rendering hints.

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Offline calzada

Junior Devvie

m3g is the truth

« Reply #2 - Posted 2005-05-16 20:27:12 »

thanks for the infos

Mobile Entertainment Studio: M-E-S
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Offline Abuse

JGO Knight

Medals: 28

falling into the abyss of reality

« Reply #3 - Posted 2005-05-22 11:50:31 »

Incidentally, a realistic onscreen poly count for the *high end* JSR184 handsets (6630, 902SH, 6230i, and possibly K300i) is 500-800.

The low end arn't even worth looking at. (Siemens, large screen Sony Ericssons, etc)

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