Success!!!
(just need to add lighting, shouldn't be hard with Tser's wonderful rshadercompiler...)
(IMG:
http://minilgos.perso.sfr.fr/x_biplan.jpg)
Temporary performance estimation :
Gouraud, 1 light
PS2 : 250.000 vertex/frame at 60fps (vertex batch=3 vertex par face)
XB1 : 330.000 vertex/frame
360 : 3.100.000 vertex/frame (that's 62 Millions faces -triangles- per second)
PS3 : not yet measured (need a virtual gpu or improved rsx access hack)
No lighting
360 : 3.900.000 vertex/frame at 60fps (using Gentoo LiveCD Beta 2, uncached)
(that's 78 Millions faces -triangles- per second)
Minimum 10 times faster than XB1... Sweet!
What is a vertex? :
In short, 3 vertex = 1 face -triangle or polygon with 3 corners-, but if your meshes are well optimized that can go down to around 1 vertex = 1 face (strips, i.e chains of contiguous triangles).
1 vertex is usually a group of floats, for example : (px,py,pz,nx,ny,nz,tu,tv)
p:polygon corner coordinates
n:normal to the face, from this corner (used for gouraud or phong lighting calculation)
t:associated mapping point coordinates in the mapped texture
Demo author says in the readme file that if uncached is replaced with write combined memory access speed gain can be enormous (10x-100x) for commands. Since I've tested with Biplane mesh (30000 faces, thus 90000 vertices), it's possible the largest part of frame time is used by GPU for direct dma accesses (and thus no possible speed gain there, but I may be wrong).
Many thanks to "Xenos 3D Library demo" author for letting me play with it before its release!!!
(I bet he will sign his readme file. So you will know who is its author at release time).
Keep faith, it should be released soon (but no ETA, decyphering fw automatically is tricky, so be patient), either in this thread, or on author's favorite site (in which case I will just post the link to there).
This post has been edited by openxdkman: Mar 28 2009, 11:09 PM