3 ms·
Optimizations could provide "a factor of 4 driver overhead reduction," he estimated, noting that the current software allows mobile games to look great but rest
by extension 16y ago
Optimizations could provide "a factor of 4 driver overhead reduction," he estimated, noting that the current software allows mobile games to look great but restricts them from rendering "a whole lot of objects" on the screen at once.
Anybody know why?
EDIT: I'm guessing because GLES doesn't support geometry shaders (even though the PowerVR SGX chipset does)
- robryan 16y agoReminds me of this article that popped up on here last week: http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ http://all-things-andy-gavin.com/2011/02/02/making-crash-ban... In that case the drivers were too abstracted and to really eek performance out of the ps1 over what others were doing at the time they had to bypass graphics drivers from sony.
- kevingadd 16y agoThe drivers for 3d on early iOS devices were ridiculously inefficient, doing things like copying every vertex repeatedly and turning indexed meshes into regular vertex streams on the main cpu. If this hasn't changed it would easily provide the 4x speedup sweeney describes.
- maximilianburke 16y agoThere's a lot that happens behind the scenes of a modern graphics API. For example, issuing a draw call may cause the driver to incur a flush of accumulated state changes, patch an existing shader, or even trigger a shader re-compile. Cutting down on what happens behind the scenes will allow developers to issue more draw calls within the same time and put more objects on the screen. DirectX 9 had a similar problem of expensive draw calls but it was compounded by drivers living in kernel-space requiring an expensive context switch when draw calls were issued.