Machine: single P3 @ 800 MHz, 512 MB SDRAM, 133 MHz bus
Card: GeForce 2 GTS with 64MB
Enviro Hawai`i demo as of 2001.01 distribution
Configuration: release mode, 4K*4K terrain, 2K*2K texture, SMTerrain, no
culture, no ocean, no sky
Display: 32-bit, 800*600 window
Style | vp1 | vp2 | vp3 | vp4 | vp5 | vp6 |
---|---|---|---|---|---|---|
individual triangle | 27.7 | 30 | 28.5 | 31.6 | 32.2 | 27.6 |
triangle strips (fans), average length ~3 | 31 | 35 | 32 | 37 | 37 | 30.5 |
improvement | 12% | 16% | 12% | 17% | 14% | 10% |
Machine: single P3 @ 600 MHz, 256 MB RDRAM, 133Mhz bus
Card 1: NVIDIA GeForce
2 GTS, with 64MB
Card 2: Intense3d Wildcat
4110
Enviro Hawai`i demo as of 2000.04 distribution
Configuration: release mode, 4K*4K terrain, 4*4@1K*1K texture,
SMTerrain, full culture
Display: 1280x1024@32-bit, windowed
Card | vp1 | vp2 (buildings) | vp3 (roads) | vp4 | vp5 | vp6 (trees) | average |
---|---|---|---|---|---|---|---|
GF2 | 22.2 | 1.80 | 6.48 | 10.6 | 24.2 | 4.15 | 11.6 |
4110 | 19.9 | 2.84 | 7.50 | 11.3 | 19.7 | 4.59 | 11.0 |
Conclusions: The Wildcat did significantly better on scenes with more triangles and more state changes (roads, trees, buildings). The GeForce did better on the less complex scenes (vp1, vp5). Roughly it's a draw. Should test again with a faster CPU to reduce system impact.
Machine: Micron Millennia w/single P3 @ 667 MHz, 384 MB DDR SDRAM
Card 1: ELSA GLoria II (nVidia Quadro, a GeForce with 64MB and an ELSA driver)
Card 2: 3dlabs Oxygen GVX1
Card 3: E&S Tornado (RealImage 3000)
Enviro as of 00.03.02, configuration: release mode, 4K*4K terrain, 4*4@512*512 texture,
SM terrain, 10000 triangle target, average of 6 viewpoint
Culture | Quadro | GVX1 | Tornado |
---|---|---|---|
Y | 47 | 44 | 31 |
N | 63 | 55 | 40 |
Conclusions: The more expensive cards ran slower.
Machine: Micron Millennia w/single P3 @ 667 MHz, 384 MB DDR SDRAM
Card 1: stock GeForce included with the Micron
Card 2: ELSA GLoria II (nVidia Quadro, a GeForce with 64MB and an ELSA driver)
Enviro as of 99.12.29, configuration: release mode, 1K*1K terrain, 4*4@1K*1K
texture, LK algo, 2 pixels error, viewpoint 4
MipMap | Texels | plain GeForce | GLoria II with 32-bit display |
GLoria II with 16-bit display |
---|---|---|---|---|
N | 24-bit | 1.90 | 1.63 | 46 |
Y | 24-bit | 1.38 | 1.21 | 46 |
N | 16-bit | 3.35 | 46 | 46 |
Y | 16-bit | 2.60 | 46 | 46 |
Conclusion:
current Hawai`i project MetaVR database built by the Australian Defence Science and Technology Organization SGI's Yosemite demo RIVA parallel
rendering, Death ValleyLand area 130 * 150 km 71 * 54 km ~16 * 16 km? 513 * 292 km Terrain resolution 10 to 60 meters 30 to 480 meters 30 meters 30 meters Texture resolution 16 to 32 meters (SPOT) 5 to 40 meters 0.5 meter (aerial) 30 meters (LandSat) Total texture database 64 MB (560 potential) 1.4 GB around 3 GB around 500 MB Trees around 30,000 - 100,000 2.2 million none none