How much extra load on the video card is there when using the geometry
shader to generate geometry as aposed to just sending a static lot of data
into it.
And is there the 1,000,000 or 2,000,000 max triangle in one batch still
applying?
The new geometry shader.
Started by rouncer, Mar 11 2008 02:13 PM
3 replies to this topic
#1
Posted 11 March 2008 - 02:13 PM
#2
Posted 13 March 2008 - 06:09 PM
woah everybody hates me...
#3
Posted 13 March 2008 - 07:12 PM
I don't think anyone hates you, there just may not be anyone here who knows that much about geometry shaders. I know I don't know anything about them...
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#4
Posted 13 March 2008 - 11:26 PM
IIRC the geometry shader is only allowed to output 1024 floats per triangle.
In terms of load, I would try to consider the savings you could make. One of the Ruby demos from ATI (Video, Terrain only) gained a 6X speedup and memory savings of 44MB on the terrain rendering, due to using the GPU for tesselating data. The paper has a lot more detail.
In terms of load, I would try to consider the savings you could make. One of the Ruby demos from ATI (Video, Terrain only) gained a 6X speedup and memory savings of 44MB on the terrain rendering, due to using the GPU for tesselating data. The paper has a lot more detail.
"Stupid bug! You go squish now!!" - Homer Simpson
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