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SFML projects / Anti Photon Engine - A SFML driven (realtime) Raytracer
« on: August 11, 2008, 10:27:18 am »Quote from: "Tank"
I really like your raytracer, it produces high-quality graphics. Too bad my CPU is too slow to get some nice FPS (currently I get < 1 FPS).
Keep up the good work!
Thats unexpected, but good to read. As we are working with big buffer objects(96bit Colors, Ray gc, etc.) its good to have more then 1GB RAM and 200Mhz clock(that would be 800 for DDR2).
On my dev machine, an amd X2 4600+ with 6GB of high performance DDR2 RAM, I get for most demos between 2 and 7 fps and for Solar System in the shipped way about 40 to 44. The big difference how ever seems to be produced by the sceduler of ubuntu, as linux64 builds seemed to be about 50 to 100% faster then the windows ones even in wine demos seem to run a bit faster.
If you reduce resolution to about 200x200 you should get "realtime" by now...well but there is a lot of work and conversions from C++ to SSE asm in some places deep inside you wont see, so you can get 30FPS on some sort of quadcore(whats btw below our target platform, as we thought it would take us much longer to add so much functionality) in some normal low resolution such as 800x600, what would be okay for real applications.(If you start devolepment at this resolution and you finish a year later, the advancement in our and at hardware side will be enaugh to allow resolutions around 2M Pixels.