On Fri, Oct 09, 2009 at 03:33:35PM +0000, Alex Queiroz wrote:
1411 MFLOPS seems a lot but I am no expert. Does anybody can say
how many MFLOPS a current 3D real-time game needs?
As many as you've got, essentially. I think that they mostly scale the game dynamically, to absorb what's available, either in terms of detail (how much is visible at once) and frame rate. The latest NVidia and ADI (AMD) graphics cards can do on the order of 1TFLOP (that's 1000 Gigaflops), which they use for physics modelling as well as polygon and texture rendering. Compare that to about 100 Gigaflops available on the latest Intel Nahelem cores[1]. The Cell processor in a Playstation3 gets about 150GFLOPs. One of the fastest floating point DSPs, the TMS320C672B-350 manages about 700MFLOP/s.
Unfortunately, most of those flops aren't easily tapped for doing useful things like big FFTs or solving matrix equations... Not easy to get at from scheme, either, I would think (but would love to be shown that I'm wrong!)
Cheers,