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by pcwalton
2956 days ago
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It's pretty much the same either way, because vector images are always rasterized on CPU before being uploaded to GPU in popular OS stacks. This may change with GPU rasterization of vectors (disclaimer: that's what I work on). I don't know of any major OS vendor that's actually publicly planning to ship this anytime soon though. |
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Whereas I’d expect that texture-elements rendered during a scene, which might potentially stick around for only a few frames, would load to the GPU “uncompressed”, loading faster (less driver delay despite the increased size) but then taking more cycles of each texture-unit to process on each frame, thus taxing the GPU more.
I definitely know this was true back in the 90s in game consoles—data streamed from disk was optimized for the GPU; while compositing in data held as a raw pixel field in VRAM (because it was e.g. a minimap texture you were redrawing or somesuch) left much less GPU available for anything else to use.