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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