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OpenGL performance on rendering "virtual gallery" (textures)

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 :-)

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maticus Avatar asked Nov 30 '25 04:11

maticus


1 Answers

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.

like image 186
zerm Avatar answered Dec 02 '25 23:12

zerm



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