4 ms·
I really appreciate the writing and work that was done here. It is amazing to me how complicated these systems have become. I am looking over the source for th
by bob1029 5y ago
I really appreciate the writing and work that was done here.
It is amazing to me how complicated these systems have become. I am looking over the source for the single triangle demo. Most of this is just about getting information from point A to point B in memory. Over 500 lines worth of GPU protocol overhead... Granted, this is a one-time cost once you get it working, but it's still a lot to think about and manage over time.
I've written software rasterizers that fit neatly within 200 lines and provide very flexible pixel shading techniques. Certainly not capable of running a cyberpunk 2077 scene, but interactive framerates otherwise. In the good case, I can go from a dead stop to final frame buffer in <5 milliseconds. Can you even get the GPU to wake up in that amount of time?
- mef 5y agowith great optimization comes great complexity
- deleted 5y ago[deleted]
- ip26 5y agoIs it just optimization? I would call it capability. An automobile is more complicated to operate than a skateboard.
- jfim 5y ago> In the good case, I can go from a dead stop to final frame buffer in <5 milliseconds. Can you even get the GPU to wake up in that amount of time? Considering the fact that there are 240 Hz monitors nowadays, which means that an entire frame must be rendered in about 4ms, it has to be possible.
- plekter 5y agoModern gpus + drover stack usually had more than one frame in flight. You have to output a frame every 4ms, but you do not need the latency from the start of the application rendering code to the frame being on screen to be 4ms - pipelining is allowed. But keeping that pipelining down to a minimum is also important, as it contributes to input lag which gamers care about.