I’ve finished my own Octree system and currently it simply loads in a milkshape model of about 5,000 triangles. My problem is that I’m running it on 2 computers, one has
P4 2.8Ghz HT 800MHz FSB
1Gb DDR 400
Radeon 9800 Pro 128MB
and the other has
Athlon XP 1800
1Gb DDR 333
Geforce 4 TI 4400 128MB
My problem is that if I move the camera completely outside the octree, so that basically no recursion occurs since the entire octree is within the frustum, the frame rate on my radeon 9800 is about 600 fps, and on the Geforce it’s about 350-400fps.
But when i move inside the octree, especially inside of deep down nodes, you would think the frame rate would increase since a lot of geometry is being culled. But on the radeon it actually decreases, but on the geforce it increases.
For instance I set the camera in the exact same position on both computers, making sure i was within a node deep in the octree, and the Geforce got 600fps, and my radeon got 400fps. This is very wierd, and I’m pretty sure it shouldn’t be happening.
I’m drawing each triangle with multiple calls to glVertex3f, because i’m not worried about speed at the moment. But I’m pretty sure that Radeon and Geforce process those calls at the same rate, am I wrong?
I thought it was a memory problem, since so much recursion is going on but I ran memory benchmarks and the Radeon computer is faster, especially since I’ve run 3dmark2001 and 2003 on both.
Has anybody else run into a problem similiar to this? Where the framerate drops because of recursion, but doesn’t happen on other computers?