Questions tagged [performance]
The performance tag has no usage guidance.
14
questions with no upvoted or accepted answers
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In Metal, what performance advantages are there, if any, to using vertex descriptors and the [[stage_in]] qualifier?
Metal seems to provide two very different ways to access vertex data in your vertex shader. You can:
Create an MTLVertexDescriptor object, which describes vertex ...
3
votes
0
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44
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Intel UHD extremely slow copy operations
Is there a way to make copy operations such as CopyResurce(d3d11) and glBlitFramebuffer(ogl) on multi-sample resources faster ...
3
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272
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Projecting light shapes
I am wondering how professional light visualizer software (like Capture Argo - WYSIWYG - Realizzer - LightConverse) project the lights on the objects (like stage, floor, people), even projecting the ...
2
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Sparse voxel oct tree tracing, optimization tricks?
I have a working oct-ree raytracer and I am applying it to the sponza.
The algorithm I have designed works like this at a high level:
Collide with the bounding box of the model, move your ray to that ...
2
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0
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230
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Using GPU instead of CPU in Scala
I wrote a program that displays points expressed in 3D in a 2D canvas, using perspective projection. The aim is to display a cube. Each face of the cube is drawn by linearly interpolating the points ...
1
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GLSL : Extremely slow compilation when using loop
I am making multiple gradients with GLSL. However, when I started using a loop instead
of a lengthy else if condition, the compile time jumped from 2-4sec to 40sec !...
1
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0
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35
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How are 2D graphics rendered in HTML canvas
I was making some circles in the HTML Canvas element and the circles were so smooth. In a sense that you cant see any vertices.
I normally work in unity and I you make a shape in 3d you most of the ...
1
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39
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Optimizing texture fetches with higher mip levels
Let's say I have some shader program in DirectX or OpenGL rendering a full screen quad. And in a pixel/fragment shader I sample some huge textures at random texture coordinates. That is one same ...
1
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708
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Is a smaller local-size/threadgroup-size better for compute shader performance?
A compute shader defines the number of threads it requires to be executed.
This number can be called "local size" or "threadgroup size" according to the API, and be factored into 3 separate dimensions ...
1
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Can I voxelize 3D set of points without reconstructing surface first?
I have huge point cloud data I want to render them at interactive frame frate. Process I know is
1.point cloud data
2.triangulate it using delnauy or other triangulation algo
3.surface ...
0
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113
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Good way of implementing an efficient tilemap renderer
I am new to graphics programming and I'm trying to create an efficient 2D tilemap renderer (using rust and wgpu (webgpu)).
My current implementation
My current implementation consists of:
A Rust-Vec (...
0
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Is there a Performance Penalty for LOD objects with different topology?
I have a fairly complex-shaped object I've modeled, and in creating the LOD meshes, I've merged some verts, deleted some and even added some after in cases where this manipulation produced an n-gon. ...
0
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I am trying to find a clip about the art of old computer graphics
I have saw a clip where a guy talked about the art of squeezing some nice graphics into a very small space that was available on old computers. Come to think of it, it sounded something like today's ...
0
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199
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Software Rendering Display Latency
I've been doing some reading as to how to reduce input delay on modern computing devices. A lot of my understanding from this comes from the VR research paper by Carmack explaining the numerous ...