Hanglide wrote:
shouldn't framerates shoot WAY up when the view includes very little polys? I can pan and zoom to display only the stone floor and/or the black "sky" without the frame rates changing significantly in the Chicago sample. Am I missing something?
Yes, the framerates should increase when there are less polies on the screen - but only if the vertex pipelines are currently acting as a bottleneck.
In the chicago demo, the main bottleneck is actually the fragment pipelines (i.e. the pixel shader), so in order to increase the FPS, you need to reduce the amount of pixels being rendered. The only surfaces in the demo which do not stress the fragment pipeline are the black backgrounds (so you should notice a
slight fps boost when looking straight upwards).
Due to the amount of processing that goes into each pixel, the best way to increase the FPS is to lower the screen resolution.
However, as marciano said, when shadows are enabled, the scene must be rendered from the view-point of each light source - so even if you turn your camera away from an object, if a light is shining on it then it must still be rendered (to an invisible shadow texture).