Re: Frame Capture
Jon Watte <[email protected]> Fri, 01 Sep 2006 10:52:32 -0700
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
Ga=EBl LEQUEUX wrote:
>
> Several years ago I was confronted to this problem with a rendering =
> based PVS system. At that time my best solution was to write a memcpy =
> using movaps from AGP Memory to System mem but I'm sure there is =
> faster solutions. FRAPS for example is doing great (~30 FPS how ?).
>
> So the basic question is: "how should I transfer my render target to =
> system memory".
>
First, make sure you have a PCI-Express system and card. PCI-Express is =
much faster than AGP for read-back.
Second, make sure you benchmark the readback performance of various =
cards, as various models and various vendors have different implementations.
Third, the actual transfer method is likely to mostly be dependent on =
the system and the hardware, rather than the specific calls you're =
making. That being said, I would benchmark the difference between =
locking a render target and doing memcpy() (ideally using 64-bit reads, =
i e use doubles or better for copying), versus using =
IDirect3DDevice9::GetFrontBufferData(), versus using =
IDirect3DDevice::GetRenderTargetData().
It's also likely to be useful to double-buffer the getting -- i e, start =
render the backbuffer, and only call GetFrontBufferData() right before =
you Present() the back buffer, and similar for the other methods (which =
may require creating multiple render targets).
So, get a PCI-Express machine, get a GeForce 7950 GX and a Radeon X1900 =
(or whatever the latest and greatest is), code up the three different =
paths, and benchmark each combination. Please post back your result :-)
Cheers,
/ h+
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