5 ms·
Depends. If you do 3D rendering with triangles and shaders you can divide your buffers into tiles based on storage size and stream vertex/shader commands. This
by vvanders 10y ago
Depends. If you do 3D rendering with triangles and shaders you can divide your buffers into tiles based on storage size and stream vertex/shader commands.
This is actually how all modern mobile GPUs work and it's highly vectorizable. The partitioning obviously needs to know the whole scene but that's much more lightweight than rendering.
From what I've heard from my ex-gamedev contacts movies are heading that route in a large way because the turnaround time a raytracing is so long that's it's really hurting the creative process.