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by alkonaut 2233 days ago
If the tesselation is performed on the GPU (surfaces uploaded to GPU in some non-triangle representation e.g image geometry/SDFs/patches) then I don’t think it’s ever viable to have the tesselated triangles loaded back from GPU memory even to RAM (never mind disk). This isn’t a lot of data. 2 triangles/1 vertex per pixel is just 8K triangles and 4K vertices every frame, that can be overwritten each frame. This is tiny. It’s <1MB!
1 comments

Ah, that makes sense. I was thinking the problem lay in loading the original meshes, but I didn't consider they could be using a smaller non-triangle format. I really hope they share more about how this works.