Timeline for Large vertex buffer vs multiple draw calls
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
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| Mar 8, 2017 at 14:06 | comment | added | Jeroen van Langen | In fact. If you draw multiple combined meshes within a single vbo (that share the same space). No way instancing could be faster. The problem with instancing is: vertices are not parallel calculated cross instance. It only eliminates the gpu/cpu/gpu sync/drawcall. So it's faster to draw one vertex buffer containing 1000 spheres than drawing 1000 spheres with hardware instancing. (no frustum culling/object distance detail optimization involved) | |
| Sep 5, 2013 at 7:09 | comment | added | Basaa | Agreed. I have seen different performances on Windows / Linux and Ati / nVidia for example. Thanks for the addition. | |
| Sep 5, 2013 at 2:08 | vote | accept | Alexis King | ||
| Sep 5, 2013 at 0:25 | comment | added | Sean Middleditch | Instancing is not necessarily the most efficient; in many implementations I've seen profiles of, the instancing support was tacked on for conformance but slower than individually drawing many objects (indeed, it was likely just a poorly implemented loop in the driver doing that very thing). It's an option, and a good one, but one should be careful to profile and test on target OS/hardware before making any assumptions about "most efficient." | |
| Sep 4, 2013 at 21:18 | history | answered | Basaa | CC BY-SA 3.0 |