I have a considerable (120-240) amount of 640x480 images that will be displayed as textured flat surfaces (4 vertex polygons) in a 3D environment. About 30-50% of them will be visible in a given frame. It is possible for them to crossover. Nothing else will be present in the environment.
The question is - will the modern and/or few-years-old (lets say Radeon 9550) GPU cope with that, and what frame rate can I expect? I aim for 20FPS, but 30-40 would be nice. Would changing the resolution to 320x240 make it more probable to happen?
I do not have any previous experience with performance issues of 3D graphics on modern GPUs, and unfortunately I must make a design choice. I don't want to waste time on doing something that couldn't have worked :-)
Assuming you have RGB textures, that would be 640*480*3*120 Bytes = 105 MB minimum of texture data, which should fit in VRAM of more recent graphics cards without swapping, so this wont be of an issue. However, texture lookups might get a bit problematic but this is hard to judge for me without trying. Given that you only need to process 50% of 105 MB, that is about 50 MB (very rough estimate) while targetting 20 FPS means 20*50MB/sec = about 1GB/sec. This should be possible to throughput even on older hardware.
Reading the specs of an older Radeon 9600 XT, it says peak fill-rate of 2000Mpixels/sec and if i'm not mistake you require far less than 100Mpixels/sec. Peak memory b/w is specified with 9.6GB/s, while you'd need about 1 GB/s (as explained above).
It would argue that this should be possible, if done correctly - esp. current hardware should have not problem at all.
Anyways, you should simply try out: Loading some random 120 textures and displaying them in some 120 quads can be done in very few lines of code with hardly any effort.
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