   Good Polycount for a level editor?
  I'm working on a level editor and I was wondering if anyone knew what a good polycount would be. Rendering the perspective window only, I draw 25,000 textured and shaded triangles with outlines and vertex points at around 40 FPS.SpecsIntel Pentium D processor 3.2ghzATI Radeon X1650 graphics card4GB RAMSeeing as the polygons are made to move around, I'm drawing the triangles using vertex caching. Should I attempt to improve on this?   
  On my old ATI9500 card I could push 50Mio simply shaded triangles per second.your on million seems to be quite low, if I had to guess I'd think you're using opengl and simple gldrawarray without VBO.;  I can hit around 50,000 simply shaded and textured triangles without using the same technique but with the wireframe and vertices drawn it cuts in half.I'm using XNA for the project and I tried using a dynamic vertex buffer but believe it or not it went way slower when I did due to setting the data every frame.   ;  yeah, wireframe is usually slower than triangles (it's like rendering one triangle for every line and you have 3lines for ever real triangle).how many drawcalls do you have.   ;  I'm making 24 drawing calls. I'm sure it's not the drawing as much as setting data to the vertex array(s) every frame.   ;  Well I downloaded milkshape 3D and tried to push it to the limit! I was pretty shocked to find out I could render 25,000 triangles with the perspective viewport running silky smooth. I investigated a bit more and found that while I moved objects the program ran around the speed of my program did with that many.What this tells me is, milkshape is only updating the vertices when they're being changed instead of every frame. I kinda feel like an idiot typing that out as it feels like an obvious thing to do. This does tell me however that my program is running normally and that feels good to know!Problem solved [smile]!   ;  yeah, it's the usual thing that you try to update it as few times as possible. with big meshes you might even want to update just the really changed parts and keeping the rest in VMem.but it's always good to have at first something running and then to apply optimizations ;).depending on what you change, you might also get away with just some special vertexshader, even if you modify your mesh every frame (like animations).   ;  If all you're doing is manipulating an object (or moving the camera), then you don't need to re-generate anything. You just update the object's Local->World matrix (or the Camera's World->View matrix in the latter case). At some point you might need to re-apply the transformation so that world's vertex data is baked with the transformation applied, but ... to keep framerate high while the user is trying to position things, it makes sense to defer that until they're done with the manipulator.   