3 ms·
I've seen a few very rare edge cases where you can do cool tricks with UMA on mobile (which as you say have been UMA for years). For example on Android for VR y
by kllrnohj 6y ago
I've seen a few very rare edge cases where you can do cool tricks with UMA on mobile (which as you say have been UMA for years). For example on Android for VR you can have the sensor data stored in a chunk of memory that can also be read by the GPU, so your last-second time warp can have that smidge less latency by sampling the latest sensor data as hot off the sensor as it gets, without even bouncing off of the CPU. ( https://developer.android.com/ndk/reference/group/sensor#asensormanager_createhardwarebufferdirectchannel https://developer.android.com/ndk/reference/group/sensor#ase... )
But the best VR experiences are still done on non-UMA desktop PCs with discrete graphics so... At some point the slight efficiency wins of UMA are trumped by just the raw horsepower you get from multiple big dies.