4 ms·
Coming from gaming industry i think you might want to measure how far you can go with a single threaded rendering. There is limit of content and code that can b
by SleepyMyroslav 4y ago
Coming from gaming industry i think you might want to measure how far you can go with a single threaded rendering. There is limit of content and code that can be a brick wall later.
Here is an example from SIGGRAPH 2021 where Activision presents how multithreaded rendering looks like: https://youtu.be/9ublsQNbv6I https://youtu.be/9ublsQNbv6I
ps I don't work with Activision its just a public example that illustrates industry practice.
- Animats 4y agoI'm using Rend3/WGPU, where multithreaded rendering is coming, but isn't here yet. Work is underway.[1] The Rust game dev ecosystem is far enough along for simple games, but not there yet when you need all the performance of which the hardware is capable. [1] https://www.youtube.com/watch?v=DDG4bcGs7zM https://www.youtube.com/watch?v=DDG4bcGs7zM
- SleepyMyroslav 4y agoCool video that matches best practices. Reducing memory footprint is always good and laying out things in memory is also good way to speed things up without changing amount of work. I have trouble with concept of WGPU. GPUs are complex by themselves to bolt on top any abstraction that is coming from Web. But its just me, its not important since I am not a 3d programmer myself. I am more Engine / CPU optimization guy. My interest in Rust and this topic is that i would like to see fine grained task parallel systems written in Rust. Instead of systems with separate thread for render that became a bottleneck years ago. I wish you good luck and hope to see a success story about Rust.
- Animats 4y agoWe'll see how it works out. WGPU's API is basically Vulkan. It exists mostly to deal with Apple's Metal. Metal has roughly the same feature set as Vulkan, but Apple just had to Think Different and be incompatible. I'm not supporting the Wasm or Android targets. Android and browsers have a different threading model, and I don't want to deal with that at this stage. Linux/Windows/Mac is enough for now. Thought for the near future - will VR and AR headgear have threads or something more like the processes with some shared shared memory model from Javascript land? (That video isn't me, it's the Rend3 dev, who also works on WGPU.)
- SleepyMyroslav 4y agoGaming solved same problem by opting out of Apple rendering API support. ( ahaha ). Those who have to support mobile can't skip it ofc. I dont work with VR/AR myself so I dont know.