[Test] OpenGL Geometry Instancing: GeForce GTX 480 vs Radeon HD 5870



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2 – Demo Pack Download



You can grab the demo pack here:
Download OpenGL Geometry Instancing DemoPack Version 2010.06.29

You can move the camera with the mouse and move it with AWSD keys.
The skybox used in the demo comes from this page.



In short, geometry instancing makes it possible to render several instances of the same mesh at once. Geometry instancing techniques aim to minimize the number of draw calls (and / or to speed up them) required to render all instances. The ideal scenario is an unique render call for all instances, one render call to rule them all!

This GI demo pack includes 5 GI techniques. Each GI technique can be enabled by F2 to F6 keys. And to illustrate the GI techniques, the demo renders an asteroid belt with asteroids, lot of asteroids…

OpenGL Geometry Instancing: GTX 480 vs HD 5870
Asteroid belt and Geometry Instancing: up to 180 millions polygons rendered in real time – Click to zoom

The demo is available in 10 versions (sorry, I was too lazy to code a GUI – maybe in a real benchmark version, who knows…):

  • 20,000 asteroids, 18 triangles per asteroid: 360,000 tri.
  • 20,000 asteroids, 72 triangles per asteroid: 1,440,000 tri.
  • 20,000 asteroids, 450 triangles per asteroid: 9,000,000 tri.
  • 20,000 asteroids, 800 triangles per asteroid: 16,000,000 tri.
  • 20,000 asteroids, 1800 triangles per asteroid: 36,000,000 tri.

and

  • 100,000 asteroids, 18 triangles per asteroid: 1,800,000 tri.
  • 100,000 asteroids, 72 triangles per asteroid: 7,200,000 tri.
  • 100,000 asteroids, 450 triangles per asteroid: 45,000,000 tri.
  • 100,000 asteroids, 800 triangles per asteroid: 80,000,000 tri.
  • 100,000 asteroids, 1800 triangles per asteroid: 180,000,000 tri.




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