packages/library/tri-indexbuffer-benchmark
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tri-indexbuffer-benchmark

v70de8bblibrary

Triangle Index Buffer Performance Benchmark

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Triangle Index Buffer Performance Benchmark

This project compares the performance characteristics of two different mesh optimization approaches, testing a hypothesis in response to Eric Correia's article about vertex count importance.

Meshes and UV's

Overview

The article argues that vertex count is more important than triangle count for performance, particularly regarding hard edges and UV seams. However, in the context of OpenGL and modern graphics programming, triangle rasterization can be more expensive than managing index buffer data. This benchmark tests these principles by comparing two approaches to handling hard edges:

  • Mesh A: Using chamfered edges (~1.2k triangles)
  • Mesh B: Using traditional UV splits at hard edges (~0.9k triangles)

My hypothesis was that while vertex count is crucial, triangle count differences might become more significant.

Performance Comparison

Key Findings

  • Both techniques perform similarly at typical usage scales
  • Triangle rasterization costs become significant only at extreme scales (>50M triangles)
  • At 500k instances:
    • Chamfered Method: ~70 ms/frame
    • UV Split Method: ~50 ms/frame

Requirements

Running the Benchmark

Execute the benchmark script:

./run_benchmark.bash
Package Info
Version
v70de8bb
License
Unknown
Author
@parodyband
Type
library
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0
Created
1 year ago
Updated
1 year ago
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last 56 weeks