   How to optimize the fps?
  Hi,all!Recently,I met with a problem when I tried to render lots of moving objects with DirectX9.Once the amount of objects exceeds 10 thousand, the fps becomes more and more slow with the increment of objects.so,I find it's hard to render 100 thousand objecs with a normal fps.Is threre a better way to manage it?Any help would be greatly appreciated!   
  I'm not sure what optimization you're currently using, but I'll list a couple basic techniques.  One of the first steps to improving performance in large scenes is visibility culling.  The idea is that you don't need to render what's not visible from your viewpoint.  There are all manner of ways to go about this - frustum culling, occlusion culling, portals, etc.If you've objects that are at a great distance from yourself, you can create a level of detail system and reduce their polygon count or even use "billboarding" to render the 3D object to a flat object.You might be able to get more specific tips if you let us know what technology you're using already, and what sort of scene you're trying to render (for example, there are all kinds of specific optimizations to make to terrain, or interiors, or tree rendering run faster.)   ;  You need to be a lot more specific. What kind of game are you making? What kind of objects? How are you drawing the objects (or more specifically, how aren't you drawing them, culling etc)? Are you doing lots of other computations (e.g. AI or Collision/Physics) with each object?In any case, you are always going to run up against limits, whether it is what the graphics card can draw or how much work the CPU can do. Is 10,000 objects going to happen often in your game? Is 10,000 a reasonable upper limit for your program?   ;  Even modern AAA titles perform only several thousand draw calls per frame. If you`re exceeding 10 thousand you might be reaching the current hardware limitation.   ;  Thank you!Now,I say some detail about what I am doing.I want to show large amounts of persons in the screen, whom moving in different direction. The person model is loaded from a 3d model file and all the persons rendered will be shown in the screen.The gereral methods to enhance rendering ability have been used. It seems the amount has reached the limition of the current hardware.We have tried to use the system with two graphic cards, but it performs as before.   ;  If person model it's the same, you MUST use instancing.   ;  yeah,the person model is the same. XVincentX, would you like to say some detail about your opinion?   ;  Just look up DX Mesh Instancing."The gereral methods to enhance rendering ability have been used."This statement is to general. What methods are you calling general? There are lots of ways.   ;Instancing in DirectX 9 / Optimizing DirectX 9 based graphics / About how to ask good questions.   ;  Basically, Instancing let you draw the same geometry with some changes (like matrix, materials, color and also texture) N (where N = what you want) times with a single draw call.I made a little Instancing Sample. You can try it here(http://xvincentx.netsons.org/programBlog/?p=204) and look performance gains.In that example, in Non Instanced Mode (you can switch between mode using spacebar), 200 draw calls are made. In Instanced Mode, only 5. In a 8800 GTS, the FPS jumped from 90 to 360, if my memory does not kidding me.   