Monthly Archive: November 2010

Nov
06
2010

DynamicVertexBuffer versus DrawUserPrimitives, Round 2

More than a year ago, I did some benchmarking in XNA 3.1, comparing the vertex throughput I could achieve on my GeForce 8800 via XNA’s DynamicVertexBuffer class versus just calling GraphicsDevice.DrawUserPrimitives(). Here’s my earlier benchmark: Efficiently Rendering Dynamic Vertices. In all cases, DrawUserPrimitives() was marginally faster than the DynmicVertexBuffer, but it appeared to be a …

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