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Friday, 24th of August 2018, 10:34:48 UTC
11:48:45
Shinmera
Nice, made the clipmap draw calls instanced, so that drawing the entire clipmap only takes 13 GL calls.
11:49:17
Shinmera
Could reduce that a lot further still by using a uniform block.
11:49:48
Shinmera
Next I should tackle caching mmaps, which I've been putting off because it sounds annoying :V
12:18:46
Shinmera
Ugh, something caps to 60fps and I don't know what
12:44:15
Shinmera
I just wanna know how high my frames can go god damnit
13:55:40
Shinmera
Alright, implemented the mmap caching
13:55:47
Shinmera
unfortunately it did not improve speed as much as I hoped.
13:56:30
Shinmera
It's probably now bottlenecked by the fact that I'm constantly uploading textures, so I gotta get smarter about that somehow
13:56:39
Shinmera
No idea for that, unfortunately
13:59:02
Shinmera
Yeah, the chunk upload is eating my frames. Sigh.
14:07:42
Shinmera
The original GPU paper only uses a grid size of 255
14:08:00
Shinmera
at which size the texture upload might be bearable (it was fine at 128)
14:08:34
Shinmera
But with 1024 that's a 16x increase in memory.
14:08:47
Shinmera
That's gotta hammer the data bus.
14:09:34
Shinmera
Really not sure what to do about this. I suppose I could try again with the technique of assembling the four quads on the CPU side and then uploading the needed region to the GPU using unpack stride.
15:36:37
Shinmera
I must not be using the pixel store options quite right... http://filebox.tymoon.eu//file/TVRZd05nPT0=
15:36:37
Colleen
filebox.tymoon.eu//file/TVR... Image (PNG)
16:34:53
Shinmera
had the wrong pixel type and format
16:35:12
Shinmera
This keeps me at a steady 60 even with fast updates
16:36:43
Shinmera
Could make it more efficient than this still with some extra tricks but I'll keep that in mind in case performance becomes a problem again later.
17:04:14
Shinmera
uuh this is weird, sometimes I get 60, sometimes I get 30
17:04:26
Shinmera
no idea wtf but I ain't gonna bother more
21:19:33
Shinmera
Kind of exciting to have a teal-world-AAA-game-engine technique implemented
Friday, 24th of August 2018, 22:34:48 UTC