4 ms·
Ehh, no need to save the application-supplied data in RAM. Also, I expect them to be typically supplied pre-compressed, not on-the-fly-converted (at least where
by namibj 5y ago
Ehh, no need to save the application-supplied data in RAM. Also, I expect them to be typically supplied pre-compressed, not on-the-fly-converted (at least where performance matters).
The texture size issue I don't see as a problem (I thought we grew out of that being an issue years ago?), and the VRAM issue shouldn't be that hard, as games tend to not use spare VRAM for dynamic time-memory tradeoffs (unlike OS kernels with their pagecache).
On top of that, it's not like you need this functionality to deliver top performance from games that don't want to play their part to make this efficient.
Working seamlessly at "just" 30% less FPS should already be very useful.