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It's surprising that they jump immediately from the problem description into shader details. IME the main theme with achieving high performance not just in gam
by flohofwoe 4y ago
It's surprising that they jump immediately from the problem description into shader details.
IME the main theme with achieving high performance not just in games, and not just in rendering, is to avoid frequent 'context switches' and instead queue/batch a lot of work (e.g. all rendering commands for one frame) and then submit all this work at once "to the other side" in a single call. This is not just how modern 3D APIs work, but is the same basic idea in 'miracle APIs' like io_uring
This takes care of the 'throughput problem', but it can easily lead to a 'latency problem' (if the work to be done needs to travel through several such queues which are 'pipelined' together).