Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8620893
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 12, 20262026-06-12T06:41:26+00:00 2026-06-12T06:41:26+00:00

So I basically want to check some information for my project. I have GTX

  • 0

So I basically want to check some information for my project.
I have GTX 460 video card. I wrote DX10 program with 20k triangles printed on the screen and now I get 28 FPS in Release build. All those triangles call DrawIndexed inside them so this is ofcourse an overhead in calling so much draws.

But anyway, I would like to know: how much triangles could I draw on the screen with those capabilities and at which FPS? I think 20k triangles is not even nearly enough to load some good models on game scene.

Sorry for my terrible english.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-12T06:41:27+00:00Added an answer on June 12, 2026 at 6:41 am

    Sounds like you are creating a single draw call per triangle primitive, this is very bad, hence the horrid FPS, you should aim to draw as many triangles as possible per draw call, this can be done in a few ways:

    • Profile your code, both nVidia and AMD have free to to you you find why your code is slow, allowing you to focus where it really matters, so use them.
    • Index buffers & triangle strips to reduce bandwidth
    • Grouping of verts by material type/state/texture to improve batching
    • Instancing of primitive groups: draw multiple models/meshs in one call
    • Remove as much redundant state change (setting of shaders, textures, buffers, paramters) as possible, this goes hand-in-hand with the group mentioned earlier

    The DX SDK will have examples of implementing each of these. The exact amount for triangles you can draw and a decent FPS(either 30 or 60 if you want vsync) varies greatly depending on the complexity of shading the triangles, however, if draw most simply, you should be able to push a few million with ease.

    I would recommend taking a good look at the innards of an open source DX11 (not many DX10 projects exists, but the API is almost identical) engine, such as heiroglyph 3, and going through the SDK tutorials.

    There are also quite a few presentations on increasing performance with DX10, but profile your code before diving into the suggestions full-on, here are a few from the hardware vendors themselves (color coded hints for nVidia vs AMD hardware):

    • GDC ’08
    • GDC ’09
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have been stumped all day on this problem. Basically I want to check
I basically want to implement a Label and have it constantly showing information to
I have a NSMutableArray of NSNumbers . Basically I just want to check if
I have a revision.txt file in my SVN project. Basically I want that this
I'm using WAMP on a project and am having some difficulties. Basically, I want
I'm developing a video chat application using flex. After some bandwidth check I want
Basically I want to check the extended permissions the user has granted my app.
Basically I want to check what url the user is on and compare it
The following snippet is not working for me. Basically I want to check if
Basically I just want to check if one time period overlaps with another. Null

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.