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| Guest | Tips for Performance? Hi, I'm looking for some tips on getting an avalon app to really perform. The app would have about 20 3D meshes, all being painted with Visual brushes (the visual being Canvases). Currently, my system is struggling animating just one mesh being painted with a visual brush so I know I must be going offtrack somewhere. Anyone have tips on getting all the performance out of Avalon/Avalon3D? Also, I am using an Nvidia GeForce FX 5200 graphics card - not the best but not the worst - and it doesnt seem to be doing anything! When animating the 3D the system CPU jumps to 99% and stays there, is this card completely worthless? Thanks, Avery |
| | #2 (permalink) |
| Guest | Re: Tips for Performance? I do not think the current version of WPF uses any hardware acceleration. As far as I know, the hardware acceleration depends on the WDDM drivers. These are available in Windows Vista. Do not bother to upgrade to the Beta version of Vista just yet as the drivers for nVidia do not really work. |
| | #3 (permalink) |
| Guest | Re: Tips for Performance? There are several factors that play together there. 1) The graphics card is an issue. I do not believe a 5200 is DX9 so at most you get tier 1 hardware support. If it has less than 64MB of graphics memory than everything is CPU rendered. 2) Some individual elements are software rendered even on top line cards. For example the dots in tool bars are software even though the rest might be in hardware. I have seen some bitmap effects in hardware while others in software, with no clear reason why. 3) Use Perforator to measure the framerates, and look at some of these factors. It has the option to render all software elements with a pink shading to help identify what is not done in hardware. This can help optimize your strategy. 4) Look at the number of actual visuals being rendered. This has been stated as a good indicator of performance, and posts to this group and various blogs have suggestions on how to measure this and to optimize some cases. From what I have seen in the current versions even on a Tier 2 card (my 6600 with 128MB) the CPU is still heavily used. While WPF supports far more dynamics than past systems, it requires just as much focus on performance. It is not so much that Avalon makes everything fast, as it makes some things possible that were just too hard to do before. But, things that could be done before are only a bit faster than before (since GDI+ had hardware support as well). Rendering visuals to a visual brush laid on a 3D mesh is most likely always going to render the visual to software then render that texture to the 3D mesh. I would not expect that to perform very well on anything but top end cards with good CPU support. But, you should measure it with Perforator to be sure, as guessing is not as good as measuring. Michael "Avery Z" <AveryZ@discussions.microsoft.com> wrote in message news:B54D2C41-2D13-40EB-8AC3-A7BD97B0D9D5@microsoft.com... > Hi, > > I'm looking for some tips on getting an avalon app to really perform. The > app would have about 20 3D meshes, all being painted with Visual brushes > (the > visual being Canvases). Currently, my system is struggling animating just > one > mesh being painted with a visual brush so I know I must be going offtrack > somewhere. > > Anyone have tips on getting all the performance out of Avalon/Avalon3D? > > Also, I am using an Nvidia GeForce FX 5200 graphics card - not the best > but > not the worst - and it doesnt seem to be doing anything! When animating > the > 3D the system CPU jumps to 99% and stays there, is this card completely > worthless? > > Thanks, > Avery |
| | #5 (permalink) |
| Guest | Re: Tips for Performance? The FX 5200 on my laptop used hardware accelaration with the Sep CTP but no hardware accelaration with the Dec CTP. That was my reason for the high cpu. You can use perforator from the WinFx SDK to vwerify this on your machine. "Avery Z" <AveryZ@discussions.microsoft.com> wrote in message news:B54D2C41-2D13-40EB-8AC3-A7BD97B0D9D5@microsoft.com... > Hi, > > I'm looking for some tips on getting an avalon app to really perform. The > app would have about 20 3D meshes, all being painted with Visual brushes > (the > visual being Canvases). Currently, my system is struggling animating just > one > mesh being painted with a visual brush so I know I must be going offtrack > somewhere. > > Anyone have tips on getting all the performance out of Avalon/Avalon3D? > > Also, I am using an Nvidia GeForce FX 5200 graphics card - not the best > but > not the worst - and it doesnt seem to be doing anything! When animating > the > 3D the system CPU jumps to 99% and stays there, is this card completely > worthless? > > Thanks, > Avery |
| | #6 (permalink) |
| Guest | Re: Tips for Performance? A general recommendation in cases like this is to always make sure that you have the latest vendor supplied drivers for your GPU. Apologies if you've already done this - it's always the first step in our troubleshooting checklist for issues such as no HW acceleration, HW glitches, etc. -Adam Smith [MS] "Harald Ums" <Harald_Ums@hotmail.com> wrote in message news:%23rjBAtCFGHA.1816@TK2MSFTNGP11.phx.gbl... > The FX 5200 on my laptop used hardware accelaration with the Sep CTP but > no hardware accelaration with the Dec CTP. > That was my reason for the high cpu. > You can use perforator from the WinFx SDK to vwerify this on your machine. > > "Avery Z" <AveryZ@discussions.microsoft.com> wrote in message > news:B54D2C41-2D13-40EB-8AC3-A7BD97B0D9D5@microsoft.com... >> Hi, >> >> I'm looking for some tips on getting an avalon app to really perform. The >> app would have about 20 3D meshes, all being painted with Visual brushes >> (the >> visual being Canvases). Currently, my system is struggling animating just >> one >> mesh being painted with a visual brush so I know I must be going offtrack >> somewhere. >> >> Anyone have tips on getting all the performance out of Avalon/Avalon3D? >> >> Also, I am using an Nvidia GeForce FX 5200 graphics card - not the best >> but >> not the worst - and it doesnt seem to be doing anything! When animating >> the >> 3D the system CPU jumps to 99% and stays there, is this card completely >> worthless? >> >> Thanks, >> Avery > > |
| | #7 (permalink) |
| Guest | Re: Tips for Performance? A few things worth pointing out: 1) Video drivers older than November 2004 will not use hardware acceleration in Avalon. Perforator (included with the WinFX SDK) can highlight unaccelerated output. 2) Currently VisualBrushes and DrawingBrushes are among the most expensive ways of texturing a 3D surface. We're working on improving their performance, but until we do you should look for alternatives where possible. 3) The two most important factors in video card performance are pixel shader version and amount of video memory. For optimal performance you want PS 2.0 and at least 64 megs of video memory. 4) Mesh count, mesh complexity, the number of materials mapped to 3D meshes, and the number of lights in a 3D scene all affect performance. David "Avery Z" <AveryZ@discussions.microsoft.com> wrote in message news:B54D2C41-2D13-40EB-8AC3-A7BD97B0D9D5@microsoft.com... > Hi, > > I'm looking for some tips on getting an avalon app to really perform. The > app would have about 20 3D meshes, all being painted with Visual brushes > (the > visual being Canvases). Currently, my system is struggling animating just > one > mesh being painted with a visual brush so I know I must be going offtrack > somewhere. > > Anyone have tips on getting all the performance out of Avalon/Avalon3D? > > Also, I am using an Nvidia GeForce FX 5200 graphics card - not the best > but > not the worst - and it doesnt seem to be doing anything! When animating > the > 3D the system CPU jumps to 99% and stays there, is this card completely > worthless? > > Thanks, > Avery |
| | #8 (permalink) |
| Guest | Re: Tips for Performance? David Teitlebaum [MSFT] wrote: > A few things worth pointing out: > > 1) Video drivers older than November 2004 will not use hardware > acceleration in Avalon. Perforator (included with the WinFX SDK) can > highlight unaccelerated output. > 2) Currently VisualBrushes and DrawingBrushes are among the most expensive > ways of texturing a 3D surface. We're working on improving their > performance, but until we do you should look for alternatives where > possible. > 3) The two most important factors in video card performance are pixel > shader version and amount of video memory. For optimal performance you want > PS 2.0 and at least 64 megs of video memory. > 4) Mesh count, mesh complexity, the number of materials mapped to 3D > meshes, and the number of lights in a 3D scene all affect performance. > > David > This is great info. I've got a machine with an ATI Radeon 9200. The current drivers date to June 10, 2004. From the Radeon website, I can only verify that it has DirectX 8.1. Will downloading the latest drivers (for Radeon, they seem to be called Catalyst) help? Or do we really need to start using the Windows Vista beta as well to take advantage of these features? Thanks, Jason |
| | #9 (permalink) |
| Guest | Re: Tips for Performance? If memory serves me correctly 9200 is only 8.1 which means very limited shader support. You will be doing most of your rendering in software for that level card. Due to hardware restrictions, I would not expect using Vista to change anything. Michael "Jason Dolinger" <jdolinger@lab49.com> wrote in message news:e1JJ5agFGHA.1736@TK2MSFTNGP14.phx.gbl... > David Teitlebaum [MSFT] wrote: >> A few things worth pointing out: >> >> 1) Video drivers older than November 2004 will not use hardware >> acceleration in Avalon. Perforator (included with the WinFX SDK) can >> highlight unaccelerated output. >> 2) Currently VisualBrushes and DrawingBrushes are among the most >> expensive ways of texturing a 3D surface. We're working on improving >> their performance, but until we do you should look for alternatives where >> possible. >> 3) The two most important factors in video card performance are pixel >> shader version and amount of video memory. For optimal performance you >> want PS 2.0 and at least 64 megs of video memory. >> 4) Mesh count, mesh complexity, the number of materials mapped to 3D >> meshes, and the number of lights in a 3D scene all affect performance. >> >> David >> > > > This is great info. I've got a machine with an ATI Radeon 9200. The > current drivers date to June 10, 2004. From the Radeon website, I can > only verify that it has DirectX 8.1. Will downloading the latest drivers > (for Radeon, they seem to be called Catalyst) help? Or do we really need > to start using the Windows Vista beta as well to take advantage of these > features? > > Thanks, > Jason |
| | #10 (permalink) |
| Guest | Re: Tips for Performance? Michael Latta wrote: > If memory serves me correctly 9200 is only 8.1 which means very limited > shader support. You will be doing most of your rendering in software for > that level card. Due to hardware restrictions, I would not expect using > Vista to change anything. > > Michael > > Hmm... thanks for the info. I used the RenderCapability API that allows you to display what Tier WPF identifies your system hardware as. It first came up as Tier 0, which means Direct X 7 or less, with less then < 32MB vid memory. Also Perforator showed that my entire program was rendering in software. I downloaded the latest drivers for the Radeon 9200 which are called Catalyst. Then once running again, it bumped me up to Tier 1 which is at least DX 7 and more than 32 MB vid ram. Perforator now shows nothing being rendered in hardware. However, the performance is still horrible (my program which tries to rapidly update ~ 100 databound TextBoxes bound to a DataTable, consumes 50-60% of the CPU.) I really need to dig in with some other perf monitoring tools to figure out what the hell WPF if really doing. Jason |
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