3 ms·
It's heavily sandboxed, and there are other overheads to get around.
by yarg 3y ago
It's heavily sandboxed, and there are other overheads to get around.
- pjmlp 3y agoAnd has 2015 state of the art hardware as inspiration, in 10 years time we might finally get mesh shaders and raytracing, looking at how long it took to get OpenGL ES 3.1 compute shaders available.