codeape Posted November 25, 2013 Posted November 25, 2013 Hello Grate update Reading the update got me very exited. Could the mentioned "uniform buffers for hardware skinning and instanced rendering" be used to create huge astroid fields consisting of for example 10000 or more asteroids using 10 different models with almost no performance penalties. Am I right? Quote
Josh Posted November 25, 2013 Posted November 25, 2013 The exact numbers will depend on your hardware, but it's very efficient at rendering instanced geometry like that. 10,000 on camera might be too many, but with distance and frustum culling that could definitely be done. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
codeape Posted November 26, 2013 Author Posted November 26, 2013 The exact numbers will depend on your hardware, but it's very efficient at rendering instanced geometry like that. 10,000 on camera might be too many, but with distance and frustum culling that could definitely be done. Cool, that was exactly the answer I was looking for Quote
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