#3DS benchmark
28-Sep-95 12:04:07
Sb: #192879-#3DS benchmark
Fm: Rick Miller 76170,3214
To: MARTIN G FOSTER 70303,456
Martin,
>>I suspect your cache type is reponsible for a slight 4-10% speed increase
over my system. I remember Gary Yost saying that that new cache design could
boost performance up to 10%.<<
Its good to know that some of the new technology is translating into real world
performance gains.
>>I think the RAM speed is less significant. I've tried 70ns versus 80ns with
no speed difference in 3ds.<<
It only cost me another $40 for the 60ns versus the 70ns, I didn't get hurt
anyway.
>>Interestingly, with mapping off your speeds are only 4-5% less, but with
mapping on they are 8-9% less. I have a fast disk sub-system (Seagate Barracuda
2.1gb Fast and Wide on a Adaptec 2940W PCI controller) but no disk cache
(hardware or software).<<
I have the same controller although I don't have the wide Quatum Atlas 2.1MB
SCSI drive, just fast. It seems as though my drive has a 1mb buffer, I guess
thats the same as a hardware cache.
>>Are you using any disk caching software? (smartdrive) Hardware? (eg. on the
controller board). What type of disk sub-system do you have? Caches might help
on repeat renders of the same scene<<
I disabled smartdrive and tested again. The only difference was an additional
2-3 seconds at 1024×768 with mapping ON, all the others were the same within 1
second. I have the Adaptec 2940w without any cache, unless Mark gave me
something we didn't discuss.
>>As a guide to disk access and it's effects, my HD light shows my hardrive is
working for about 6 seconds when I render with mapping on. <<
I tried to time my HD light with a stop watch and got around 4 to 4.5 seconds
with mapping on. This just does not make sense, you have a fast & wide SCSI
drive, it should be faster.
>>Course, it doesn't go on at all with no mapping (no disk access at all).<<
With no mapping my system still hits the HD for 1 second or less, at the very
end of "Transforming Objects".
You mis-read my numbers for METAL shading, the "( )" numbers should have been
subtracted from the adjacent number to get back to phong shading.
The following numbers in ( ) are for my METAL shading times:
SuperMicro P55CMS; P100; 256k Pipelined Burst Cache; 32mb-60ns Ram
File: Chevy.3ds/936,668kb/1-15-95 @ 12:00am
Pixel Size: 1.1 Display: Null Save File: No Shading: Metal
Dither 256: On
Mapping-Off Mapping-On
640x480x1 (1:03)1:10 (1:28)1:40
1024x768x1 (2:08)2:22 (2:57)3:23
Regards……….Rick – Technical Animations