What is common knowledge in your field, but shocks outsiders?
GPUs can do insane triangle counts these days. What they can't do is insane numbers of objects. That number hasn't grown much since the noughties. A million triangles per object? No problem. A million objects? You ask the impossible!
GPUs can do insane triangle counts these days. What they can't do is insane numbers of objects. That number hasn't grown much since the noughties. A million triangles per object? No problem. A million objects? You ask the impossible!
Reposted from
Alan Wolfe
What is common knowledge in your field, but shocks outsiders?
(As a researcher) Getting to the edge of human knowledge is not a very far walk.
Once you are there, you dont have to be a genius to add to it.
(As a researcher) Getting to the edge of human knowledge is not a very far walk.
Once you are there, you dont have to be a genius to add to it.
Comments
If so, would that help?
And there's better approximations that the app can use that are tailored to the specific situation they find themselves in.
But how could it group triangles? Maybe a callback per biggest blas box that fits in the view and their transform.
But sorting by material would still be an issue.
Using a tlas to improve rasterization itself sounds interesting too!
You'd still get a soup of randomly sorted primitives. That would be hard to render.
The usual way normally has things already grouped by some metric.
It seems a draw call against a tlas could be the same as a draw call against each object.
Me, suspicious: "what do you mean, by 'slightly different' ?"
That is a hard problem
To fix.
Shorten the pipeline, lose clockspeed. Cache doesn’t fix it. Just kinda stuck.
Is that right?
Then Fortnite happened and everyone wanted everything personalised
The more limits you impose, the faster it goes, but the more irritating they are to work within. Fewer limits = easier to work with, but each change stalls more.
either if assuming that there's just 1-few shaders, or if it was possible to use many different shaders with a RT-like table of shaders
Or is it more about combining draw calls?