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Questions tagged [performance]

2 votes
1 answer
278 views

I recently conducted an experiment, where a large scene was split into two types of mesh data - static (the terrain) and dynamic (lots of low poly trees). I evaluated two memory layouts and update ...
rbaleksandar's user avatar
1 vote
0 answers
314 views

Looking how to utilize as much parallelization processing as possible for the following task: A screen-sized texture is completely black except for blue pixels which are in close proximity to geometry ...
Daniel Cardin's user avatar
1 vote
3 answers
529 views

I am looking at many games like Dead Island 2, Red Dead Redemption 2, and Minecraft and I see that while the render distance grows, the CPU load grows with it. Why could this be happening? Lack of ...
Vasilescu Andrei's user avatar
3 votes
0 answers
123 views

Is there a way to make copy operations such as CopyResurce(d3d11) and glBlitFramebuffer(ogl) on multi-sample resources faster ...
leone ruggiero's user avatar
0 votes
1 answer
103 views

I need to render a lot of objects that swap their model from frame to frame. Currently, I am putting every model into a single vertex buffer and giving every vertex an id. I store the same id in the ...
Rokit's user avatar
  • 103
0 votes
1 answer
314 views

I am developing Vulkan games. It is still a basic rendering program with some cornel boxed data. Apart from testing hairs, calculating fps, what are some tools to apply to test the performance of such ...
Lily's user avatar
  • 31
0 votes
0 answers
289 views

I am new to graphics programming and I'm trying to create an efficient 2D tilemap renderer (using rust and wgpu (webgpu)). My current implementation My current implementation consists of: A Rust-Vec (...
Q4LEX's user avatar
  • 1
2 votes
0 answers
264 views

I have a working oct-ree raytracer and I am applying it to the sponza. The algorithm I have designed works like this at a high level: Collide with the bounding box of the model, move your ray to that ...
Makogan's user avatar
  • 1,891

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