From: Ephraim Kappler
I have no idea what those residual rates are about but it would appear that the sculpted window is roughly six times more 'expensive' to render than the prim version.
I just made a similar experiment to find out whats up here. I found slightly different and more consistent values though. So here is what i did:
1.) I removed all rendering options except simple and volume
2.) I repositioned my camera so that no objects are in view
3.) I found a residual rate of 0/sec and 0/frame.
4.) I added a simple cube. Now the Ktris value raises to about ~ 13.2/sec.
5.) The KTris per frame is 0.1. this sounds correct (108 tris are there)
6.) As long as a fraction of the cube is visible, Ktris/s and Ktris/f keep almost constant
7.) As soon as the cube gets completely out of sight, the rates drops to 0
So let me guess...
It looks like the number of Tris "drawn" is independent from the number of Tris "seen". It is always the total number of Tris from all objects which are currently laying at least partially in the camera focus. I do not see any culling here (hidden Tris are still counted). But i see LOD effects (when moving away from an object, the number opf Tris goes down as expected)
Some tet cases
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1.) Prim cube tests (A Prim cube has got 6*18 = 108 tris)
The Ktris/s rate is 13.2 k/sec on my system.
The Ktris/f rate is 0.1 (consistent with 108 Tris on the Cube ...)
I expect my frame rate to be: 13200[Ktris/s] / 108[Ktris/f] = 122 [f/sec]
This is fully consistent with the Framerate indicated in the viewer statistic bar
2.) Sculptie tests (A sculptie has 2048 Tris)
Now i see 244 Ktris/sec and 2.2 Ktris/f
Let's recalculate: 244000[Ktris/s] / 2200[Ktris/f] = 111[f/sec]
This is fully consistent with the Framerate indicated in the viewer statistic bar
3.) Object behind Object culling Tests
I added a secnd object and hided it completely behind the first one. ouch. No culling. All Tris get drawn as soon as they get into the camera focus independent from their visibility

4.) Many sculpties test
I created 72 sculpties and placed them all inside each other. now:
5950 Ktris/sec, 147.6 Ktris per frame -> 1683/147.6 = 40 fps
5.) Many Prims test
I created 72 cubes and placed them inside each other:
750 Ktris/sec, 7.9 KTRis/frame -> 95 fps
conclusions
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- The fact that on my system the fps does not drop significantly when i switch from cube to sculptie is maybe because the cube is so simple to draw, that the graphic card has decided to keep cool and not increase the framerate to 1000 fps or so or maybe it just can not go beyond 120 fps ? Or 120 fps is an upper limit, which does not make sense to be further increased ? Or there may be a property in the SL viewer, which limits the fps to 120 max...
on the other hand increasing number of sculpties "at one place" reduces the frame rate significantly. So do we have a lag caused by sculpties here ? I am not sure how to interpret the test results above, but the framerate drops seen in the tests 4 and 5 are making me a bit nervous... Any comments ?