From: broehl@sunee.uwaterloo.ca (Bernie Roehl)
Subject: Re: HARDWARE: Sega HMD for December?
Date: Mon, 17 May 1993 19:51:23 GMT
Message-ID: <C76sHo.G2o@watserv1.uwaterloo.ca>
Organization: University of Waterloo



In article <1suio8INNap0@news.u.washington.edu> diego@minerva.st.dsi.unimi.it (Diego Montefusco) writes:

>> Start-Fox-FX-killer game Silpheed which at some stages in the game
>> redraws HALF A MILLION POLIGONS IN REAL TIME, yes, 500,000 poligons
>> (Although NOT shaded, but simply flat poligon, still a good number for
>> a 200 dollar system!!!).
>Second I can't believe the CD-ROM can draw 500,000 polys in real time

This again raises the question of performance measurement for VR
systems.

The most common way of measuring performance is in polygons per
second.  Of course, it's not always clear what's actually being
measured; one common approach (and one with which I strongly disagree)
is to take the number of polygons in the database and multiply by the
maximum number of frames per second.  Thus if the system described
above were getting 25 frames per second in a world that has 20,000
polygons, they'd get the half-million polys per second figure that was
mentioned above.

My objection to this method is that it's not a true reflection of the
performance of the system.  The vast majority of those 20,000 polygons
are not visible at any given instant (offscreen, backfacing, too far
away to be seen, etc).  And you can get *very* high frame rates just
by looking at simple parts of the world (say, empty sky for example).

	Bernie Roehl
        University of Waterloo Dept of Electrical and Computer Engineering
	Mail: broehl@sunee.UWaterloo.ca
	Voice:  (519) 885-1211 x 2607 [work]
