Timeline for Do I really need to clear the renderer every iteration?
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 15, 2014 at 2:59 | vote | accept | igrad | ||
| Apr 14, 2014 at 21:40 | answer | added | cdoty | timeline score: 9 | |
| Apr 14, 2014 at 21:15 | answer | added | Laurent Couvidou | timeline score: 4 | |
| Apr 14, 2014 at 14:14 | history | tweeted | twitter.com/#!/StackGameDev/status/455710776532422656 | ||
| Apr 14, 2014 at 6:53 | comment | added | SurvivalMachine | On tiled mobile GPUs (all iOS devices) you should clear even if the whole screen will be overdrawn. | |
| Apr 14, 2014 at 3:09 | comment | added | Lasse | On older and less powerful gpus it can be beneficial to not clear the color buffer. I for example have gained a ms or two for not clearing on my laptop with nvidia quadro gpu. Still, there is very little to gain if you are using depth buffering. | |
| Apr 13, 2014 at 20:32 | comment | added | Patrick Hughes | As mentioned, hardware is extremely optimized to clear buffers and if you're using a depth buffer at all it's a step you already have to take to at least that extent. | |
| Apr 13, 2014 at 19:38 | comment | added | dragons | Check out Dirty Rectangles. Basically you re-render the space where the object was 1 frame ago and outside that space, becouse nothing produced a movement there. | |
| Apr 13, 2014 at 18:56 | comment | added | bcrist | Clearing the framebuffer is such an optimized task, skipping it is really unlikely to give you any kind of measurable gains. In fact, in some cases not clearing the framebuffer between frames can actually be slower. | |
| Apr 13, 2014 at 18:39 | comment | added | user30331 | No, you don't. As long as you draw to every pixel, every frame, there's really no need to clear the colour buffer as far as I'm aware. | |
| Apr 13, 2014 at 18:37 | history | asked | igrad | CC BY-SA 3.0 |