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by invokestatic
2609 days ago
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I'm sure many games can get away very well with an immediate mode GUI. I think the question is not can you, but rather should you. My last project used a custom immediate-mode GUI. At the absolute pinnacle of optimization, it was pushing 2,000+ FPS on my machine with something like 3-4k vertices, with heavy texture mapping and anti-aliasing. But the problem was that even with peak optimization, the CPU was spending 15-20% of its time every frame recreating the UI's vertex buffer. Now imagine if we had done a retained-mode GUI instead. That 15-20% overhead would be reduced to near 0% on a typical frame. For nearly any type of game, that kind of savings is really significant. Think of how many more vertices your artists can add, or cool gameplay elements you can add that you didn't have the CPU time available before, and how much better it will run on lower-end hardware. Why settle for "good-enough" performance? |
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As most things in life, it's a matter of trade-offs.