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by xaedes
1511 days ago
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Nice demo! We need more of this approach. You really can achieve amazing stuff with just plain e.g. OpenGL optimized for your rendering needs.
With todays GPU acceleration capabilities we could have town-building games with huge map resolutions and millions of entities. Instead its mostly only used to make fancy graphics. Actually I am currently trying to build something like that [1]. A big big world with hundreds of millions of sprites is achievable and runs smoothly, video RAM is the limit. Admittedly it is not optimized to display those hundreds of millions of sprites all at once, maybe just a few millions. Would be a bit too chaotic for a game anyway I guess. [1] https://www.youtube.com/watch?v=6ADWXIr_IUc |
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1000% agree.
I recently took it upon myself to see just how far I can push modern hardware with some very tight constraints. I've been playing around with a 100% custom 3D rasterizer which purely operates on the CPU. For reasonable scenes (<10k triangles) and resolutions (720~1080p), I have been able to push over 30fps with a single thread. On a 5950x, I was able to support over 10 clients simultaneously without any issues. The GPU in my workstation is just moving the final content to the display device via whatever means necessary. The machine generating the frames doesnt even need a graphics device installed at all...
To be clear, this is exceptionally primitive graphics capability, but there are many styles of interactive experience that do not demand 4k textures, global illumination, etc. I am also not fully extracting the capabilities of my CPU. There are many optimizations (e.g. SIMD) that could be applied to get even more uplift.
One fun thing I discovered is just how low latency a pure CPU rasterizer can be compared to a full CPU-GPU pipeline. I have CPU-only user-interactive experiences that can go from input event to final output frame in under 2 milliseconds. I don't think even games like Overwatch can react to user input that quickly.