So far, performance has not really been our concerned. We wanted to have a better understanding of what a cross-platform native 3D engine could look like first. Now that beta 2 is about to get shipped, we’re starting some heavy work on the beta 3.
The goal of the beta 3 will be to:
- get better performances
- provide a final (and documented) API for all Minko 3.x
It should also add some features regarding the rendering pipeline but I’ll save this for another post.
Anyway, I’ve been working hard to entirely refactor the rendering API to get better performances. Attached is a screenshot of some OpenGL benchmark I’ve made. This benchmark does not use Minko but a tiny 3D engine we’ve built to test a few things regarding OpenGL (ES) performances. Based on this work, we’re backporting our findings inside Minko to get the same (kind of) performances.
Of course, a real-life engine might not be as fast. But still, you can see we’re really going for (IMHO) awesome performances.
If you want to test it on your machine (Windows only sorry) here is a ZIP archive with the exe. You’ll also need the VS13 C++ DLLs. Just let the process run, after a few minutes it should stabilize. Be patient, it can take up to 10/15 minutes before you get a stable figure.
Here are the results on my machine:
- i7 880 @ 3.07ghz / NVIDIA GTX 770
- 60k meshes @ 30fps
Some of the engineers here got more than 100k meshes @ 30fps! Please tell me how it works for you guys!