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by Animats
738 days ago
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> The solution is multiple queues. Modern GPUs have a dedicated transfer/copy queue separate from the main general purpose queue. Yes. This is the big performance advantage of Vulkan over OpenGL. You can get the bulk copying of textures and meshes out of the render thread. So asset loading can be done concurrently with rendering. None of this matters until you're rendering something really big. Then it dominates the problem. |
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I haven't tried it yet, but will try soon for my open-source metaverse Substrata: https://substrata.info/.