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FifoCacheAnalysis  
Simulated vertex cache performance numbers.
Updated Sep 4, 2011 by wonchun

Generated by objanalyze.

GPUs have what is called a post-transform vertex cache. One day, I'll explain it plainly, but for now I'll just link to ryg's thoughts on the matter.

ACMR (average cache miss ratio) is the number of cache misses per triangle. The best this can be is 0.5, but it depends on the mesh; for example, boundaries and seams in a mesh increase ACMR because of reduced vertex sharing. ATVR (average transform to vertex ratio) is the number of cache misses per vertex. The best this can be is 1.0, and is independent of mesh. Ignacio CastaƱo explains this in this blog post, but the gist is that ACMR is more common, and ATVR is more useful because it is less sensitive to a particular model.

hand_00.obj

9740 vertices, 17135 triangles

Before:

Cache Size# missesATVRACMR
6317123.2558521.850715
16303433.1152981.770820
24291622.9940451.701897
32288052.9573921.681062

After:

Cache Size# missesATVRACMR
6194761.9995891.136621
16120711.2393220.704465
24115641.1872690.674876
32112691.1569820.657660

ben_00.obj

44915 vertices, 78029 triangles

Before:

Cache Size# missesATVRACMR
61068982.3800071.369978
16881751.9631531.130029
24817281.8196151.047405
32794531.7689641.018250

After:

Cache Size# missesATVRACMR
6873671.9451631.119673
16554171.2338190.710210
24538921.1998660.690666
32530681.1815210.680106


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