4 ms·
Anybody got a quick explanation for why desktop APIs have such trouble with lots of drawcalls? What is it that Mantle, Metal, etc. do differently that saves so
by glhaynes 12y ago
Anybody got a quick explanation for why desktop APIs have such trouble with lots of drawcalls? What is it that Mantle, Metal, etc. do differently that saves so much time?
(And how much of that is a problem with just OpenGL vs. how much does it apply to DirectX as well?)
- tpl 12y agohttp://renderingpipeline.com/2014/06/whats-the-big-deal-with-apples-metal-api/ http://renderingpipeline.com/2014/06/whats-the-big-deal-with... That blog post should help you clarify the difference. I think the primary problem it that OpenGL and DirectX handle changes in pipeline state very poorly.
- corysama 12y agoMS's presentation on Direct12 does a good job of breaking down the problems with classic API models and how DX12 (very similar to Mantle) fixes them. http://channel9.msdn.com/Events/Build/2014/3-564 http://channel9.msdn.com/Events/Build/2014/3-564 youtube dupe: http://www.youtube.com/watch?v=m0QkjKGZQzI http://www.youtube.com/watch?v=m0QkjKGZQzI
- deleted 12y ago[deleted]