More performance on Nvidia GPUs with UBOs
The application's rendering engine is based on a tiled forward solution so it needs (relatively) large lighting data buffers. The previous implementation used shader storage buffers (its full name: shader storage buffer object, SSBO in short) which have a nice, convenient property: the GPU can access (read and write) the whole buffer at once. The shader storage buffers have a sibling called uniform buffers (its full name uniform buffer object, UBO in short) which the GPUs can only read. However, (most of) Nvidia GPUs really like this sibling which means they can read data from there much faster than shader storage buffers but they can't read the whole buffer at once only a 64 kB range.
So I had to compress the lighting information as much as possible in order to get this performance gain and the result is that "only" 286 lights (including light probes) can be visible on the screen at once.
Get Star Trek - STVOY:Short Stories
Star Trek - STVOY:Short Stories
Star Trek: Voyager - Short Stories
Status | In development |
Author | aalberik |
Genre | Adventure, Simulation |
Tags | Sci-fi, star-trek, Walking simulator |
Languages | English, Hungarian |
Accessibility | Subtitles |
More posts
- Class 2 shuttle and Delta flyer control testNov 06, 2023
- Finalizing the tutorial story - a screenshot with a tricorder and a borg sphereOct 15, 2023
- First glimpse into the tutorialSep 25, 2023
- Delta Flyer HUD changes and a tutorial storySep 09, 2023
- AMD GPUOpen - SPDAug 28, 2023
- Performance tuning and third-party updateJul 27, 2023
- VkError: -8 bugfixJun 18, 2023
- STVOY:Short Stories landed on itch.ioJun 01, 2023
- It's been a long roadMay 02, 2023
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