4 ms·
My understand is between double buffering and multiple sets of intermediate info for shaders, you usually have a bunch of screen size buffers hanging around in
by Macha 2y ago
My understand is between double buffering and multiple sets of intermediate info for shaders, you usually have a bunch of screen size buffers hanging around in VRAM, though you are probably right that these aren't the biggest contributor to VRAM usage in the end.
- symaxian 2y agoShadow maps are a good example, if the final rendered image is 4k you don't want to be rendering shadow maps for each light source which are only 1080p else your shadows will be chunkier.