International Journal of Computer Games Technology / 2019 / Article / Tab 2

Research Article

Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU

Table 2

Performance breakdowns for the system with a precreated camera path with total 30,000 instances. The FPS value and the component execution times are averaged over 1000 frames. The total number of triangles (before the use of LOD) is 169.07 million.

N FPS# of Rendered Component Execution Times (millisecond)
Triangles (million) View-Frustum Culling + LOD SelectionLOD Mesh GenerationAnimating Meshes + Rendering
Min. Max. Avg.

1 47.91 1.88 9.70 5.20 0.68 2.87 26.06
5 43.30 6.12 10.14 7.50 0.65 3.87 26.44
10 32.82 11.64 13.78 13.04 0.65 6.27 29.40
15 23.00 17.88 20.73 19.54 0.71 9.45 36.43
20 18.71 23.13 27.73 26.23 0.68 12.52 42.85