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<?xml-stylesheet type="text/xsl" href="http://blogs.technet.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Performance Art 2:  When is a draw call not a draw call?</title><link>http://blogs.technet.com/torgo3000/archive/2007/06/14/performance-art-2-when-is-a-draw-call-not-a-draw-call.aspx</link><description>So we know that draw calls are a major killer for us. So you would basically assume that the more draw calls there are, the worse the performance. Well, this is not always true. There's a funny scenario happening in the Adrenaline Expansion Pack right</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Performance Art 2:  When is a draw call not a draw call?</title><link>http://blogs.technet.com/torgo3000/archive/2007/06/14/performance-art-2-when-is-a-draw-call-not-a-draw-call.aspx#1256866</link><pubDate>Sat, 16 Jun 2007 01:59:41 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:1256866</guid><dc:creator>OwenHewitt</dc:creator><description>&lt;p&gt;Hi Adrian,&lt;/p&gt;
&lt;p&gt;Thanks for this info regarding scenery environments. &amp;nbsp;What would you call a comfortable range of individual draw calls for an aircraft?&lt;/p&gt;
&lt;p&gt;Owen&lt;/p&gt;</description></item><item><title>re: Performance Art 2:  When is a draw call not a draw call?</title><link>http://blogs.technet.com/torgo3000/archive/2007/06/14/performance-art-2-when-is-a-draw-call-not-a-draw-call.aspx#1285500</link><pubDate>Mon, 18 Jun 2007 23:13:14 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:1285500</guid><dc:creator>torgo3000</dc:creator><description>&lt;p&gt;It depends on how many you expect to view in the scene at any given time. &amp;nbsp;If there's only one in the scene, you could have 30 or 40 draw calls for an aircraft. &amp;nbsp;Ideally, you should be able to reduce the materials / draw calls down to just a few. &amp;nbsp;If you've got 3 or 4 textures, you should be able to get it down to under 10 draw calls for an aircraft.&lt;/p&gt;
</description></item><item><title>Modelling and texturing for performance</title><link>http://blogs.technet.com/torgo3000/archive/2007/06/14/performance-art-2-when-is-a-draw-call-not-a-draw-call.aspx#2668134</link><pubDate>Sat, 22 Dec 2007 02:34:12 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:2668134</guid><dc:creator>Arno Gerretsen</dc:creator><description>&lt;p&gt;Of course every designer has read the excellent blog posts by Adrian Woods on how to optimize your performance&lt;/p&gt;
</description></item><item><title>A really great look at performance in FSX...</title><link>http://blogs.technet.com/torgo3000/archive/2007/06/14/performance-art-2-when-is-a-draw-call-not-a-draw-call.aspx#3155955</link><pubDate>Wed, 19 Nov 2008 00:01:53 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3155955</guid><dc:creator>Torgo 3000</dc:creator><description>&lt;p&gt;Lotus has a really great post about aircraft performance in FSX . I highly reccomend reading the whole&lt;/p&gt;
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