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by jessermeyer
1337 days ago
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Modern renderers: Use the GPU to decide what to render, and in a growing number of cases, will cull triangles in compute (software) instead of letting the fixed pipeline do it. The vertex shader feeds parameters to the fragment shader even if the triangle is culled (depth or backfacing), so with vertex counts climbing, there is a lot of dead time spent feeding fragment shaders that are never ran. Render at a lower resolution and temporally upsample to a higher resolution. Using low overhead apis that optimize command recording performance (DX12, Vulkan) and transfer / memory access. Multithread all the things. Obsess over data locality and compression. |
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