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Question by CG-DJ · Jun 28, 2013 at 12:32 AM · webplayervertshow manybenchmarkpolys

Building my own benchmarking program

So, I'm doing some research for my next game. I want to know how many polys the Web Player can take. I make an empty scene and made a script that instantiates an object with 1000 triangles every .01 seconds. It will instantiate it within a box 200 units wide. I have the camera going around in an animation pattern.

You can play it here: https://dl.dropboxusercontent.com/u/33872519/FR%20Test%20Build/FR%20Test%20Build.html

This should give me an OK benchmarking program, right? I mean, I know that AI scripts and the like will slow it down, but this is a good ballpark, right?

Script below (in UnityScript): #pragma strict

 var object : GameObject[];
 var guiVerts : GUIText;
 
 var waitTime : float;
 
 var numOfVerts : int = 0;
 
 var theBox : float;
 
 private var goAhead : boolean = true;
 private var wereDone : boolean = false;
 
 
 function Update () 
 {
     guiVerts.text = "Number of Vertices:  "+numOfVerts.ToString();
 
     if(Input.GetKeyDown("escape"))
     {
         wereDone = true;
         Debug.Log("escape");
     }
 
     if(goAhead)
     {
         SpawnObject();
     }
 }
 
 function SpawnObject()
 {
     goAhead = false;
     
     var modelNumber = Random.Range(0, 3);
     
     var randomNumX = Random.Range(-theBox, theBox);
     var randomNumY = Random.Range(-theBox, theBox);
     var randomNumZ = Random.Range(-theBox, theBox);
     var pos : Vector3 = Vector3(randomNumX, randomNumY, randomNumZ);
     var clone = Instantiate(object[modelNumber], pos, transform.rotation);
     
     numOfVerts += 1000;
     
     yield WaitForSeconds(waitTime);
     
     if(wereDone == false)
     {
         goAhead = true;
     }
 
 }
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avatar image ExpiredIndexCard · Jun 28, 2013 at 01:58 AM 0
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Over 4 million vertices. Still a constant 30 FPS. I don't think this is a good benchmark (not trying to be mean - honest opinion). $$anonymous$$aybe you should add some more scripts that do complicated maths and stuff. I don't know but I dont think that using Unity for this stuff is appropriate. $$anonymous$$aybe try another program to do this stuff.

avatar image CG-DJ · Jun 28, 2013 at 03:00 AM 0
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Ok, I might look for some other benchmarking program using Unity. But I think Unity is the right tool for the job, because I want to know how Unity handles that number of verts, not my computer. Thanks!

avatar image Benproductions1 · Jun 29, 2013 at 03:24 AM 1
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The number of vertices/triangles and it's impact on performance is very clearly dependent on the system. Generally the Unity Web Player and a desktop build are just as fast in stuff like this.

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Answer by Kiloblargh · Jun 29, 2013 at 04:56 AM

No, it's not a good benchmark.

Graphics cards these days can do a quijillion triangles per second- that's not the bottlneck at all. High draw calls from multiple materials and animating multiple skinned meshes are what are going to slow a game down. And OnGUI. And big loops in Update that check distances and such.

But your test scene isn't testing any of those things so it isn't really testing anything.

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avatar image CG-DJ · Jun 29, 2013 at 01:46 PM 0
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Ok, thanks for the information. Do you know of a good tool I can used to benchmark $$anonymous$$e and some of my friends machines so I know about how many polys I can have in a scene?

Thanks for the help!

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