4 ms·
The geometry in this demo already is static. The app is vertex bound since the geometry has 11 million vertices, which is not trivial for any GPU to render.
by mattdesl 9y ago
The geometry in this demo already is static.
The app is vertex bound since the geometry has 11 million vertices, which is not trivial for any GPU to render.
- izacus 9y agoHow does that number compare to for example Cities: Skylines which renders cityscapes smoothly on the same hardware?
- mattdesl 9y agoI don't know Cities: Skylines but I imagine each city rendering engine has its own set of challenges and performance considerations. Generally my point is: graphics programming isn't always trivial, and it takes time/practice to debug and optimize a WebGL scene with millions of vertices. Comparing this WebGL side project to a full-blown city-scape game engine is apples and oranges.
- mortehu 9y agoI set a breakpoint at drawArrays to verify this, and it's indeed rendering 10,965,264 vertices. It's using neither indexing nor triangle strips, so it uses no post transform cache, and the vertex count is needlessly inflated by at least 3x. But that's still a lot higher than I thought it'd be.