Triangles per second is an indication that indicates the maximum drawing / representation per second!
With a 1000 MHz GPU you can draw up to 1000 million triangles / sec. Assuming the graphics card shader is not under heavy load, you can easily achieve these numbers when all the triangles are calculated by the GPU. The speed of triangles / sec is reduced through extended rasterization or changing of the shaders (shadow units) as well as changing textures and uploading various shapes to the GPU.
As an an example! An NVIDIA GTX 950 chip runs at 1 GHz and has 3 triangles per clock, so the GT 950 is likely to get 3 billion triangles per second, unless this is limited by some other criterion.
The 980 GTX achieves a performance of 4,981 tera-flops with FP32 (float)
The RTX 2080 achieves a performance of 13.45 tera-flops with FP32 (float)
All factors in rendering are important!
It plays a big role what is displayed, for example, whether the triangles are simply displayed in one color or with textures, if textures are used, the texture size also plays a role because there is a limit to the pixel rate and texture rate .
The pixel rate and the texture rate of the GPU!
The pixel fill rate refers to the number of pixels of a video card to the screen and writing in a video memory. The texture fill rate stands for the number of texture elements.
FAQ 77: Updated on: 13 December 2020 20:19