Neil Reed

XNA Turn Based Game Blog

DrawIndexedPrimitives vs DrawUserIndexedPrimitives

4 Response to DrawIndexedPrimitives vs DrawUserIndexedPrimitives

20 January 2010 at 13:03

Thanks for sharing this!

Your performance figures seem to indicate that DrawIndexedPrimitives() was the slower one. Is this a test of dynamic vertices in vertex buffers vs. user primitives or did user primitives actually overtake a static, non-changing vertex buffer?

I have made my own measurements of raw throughput and for dynamic vertices, user primitives actually seem to be marginally faster on the XBox 360 and on Windows 7 with an NVidia GPU:

http://www.nuclex.org/blog/gamedev/30-efficiently-rendering-dynamic-vertices

20 January 2010 at 13:44

DrawIndexedPrimitives() is the faster of the two methods.

Well thats what I found anyway.

It was a static buffer but it could very easily be changed.

If the buffer is likely to be changing alot I have been told DrawUserIndexedPrimitives is faster.

I havent tested on the 360 yet but would expect similar results.

P.S don't forget to subscribe to my blog.

Anonymous
2 January 2013 at 19:45

Since the download has vanished, would you be able to upload your example app somewhere else? :3

4 January 2013 at 14:05

Unfortunately I no longer have access to the the source code.