3 ms·
It's hard or impossible to know that delta. The amount of complexity that goes into rendering a modern scene is beyond what could be formally specified without
by colordrops 5y ago
It's hard or impossible to know that delta. The amount of complexity that goes into rendering a modern scene is beyond what could be formally specified without putting nation-state level resources and decades of time into it. Even then, you'd have to go through a massive amount of analysis and development to find the most optimal implementation for a particular problem, and it would only be a local optimum, not guaranteeing maximum performance for the entire scene. Lastly, we don't necessarily know the absolutely fastest algorithms for any particular tasks that might be executed in rendering a scene. At best you could use statistical methods to guess at what the delta is compared to a likely optimum based on similarly complex scenes that are recognized as maximally optimized by known techniques (e.g. the demo scene)
- Waterluvian 5y agoAppreciate the response. That’s in line with my amateur musings. It’s funny how it might be impossible to quantify but it’s often trivial to qualitatively know, “this ought to be way faster…” (but also the biases that make us think that given we don’t appreciate what some games have to do to render that state…)
- autograd 5y agoIt's easy to "trivially know" because it's really expensive to disprove the statement, so you continue believing in your original one. I am not in game development, but was recently looking in some deep learning networks. A lot of compute, bazillion layers of abstractions (erm python), but at the end of the day, 98% of the time was really spent calculating the matmul. I had luck that it was easy to check it and estimate the abstraction cost (not into great detail), and disprove my original thought. Had i not checked it, I'd still trivially know that far more perf loss happened because of abstractions.