Game Development Reference
In-Depth Information
x -axis: Processing Time in ms
y -axis: Number of Draws
35
30
25
20
15
10
5
0
1,000
2,000
4,000
16,000
32,000
64,000
128,000
256,000
8,000
Instancing
Shared VAO
Separated VAOs
Figure 2.3. Absolute draw submission performance tests comparing instancing against
a shared VAO for all draws and separated VAO per draw.
256,000 draws are processed in just above 5 ms when instancing is used in our
basic scenario.
As soon as the CPU submits each individual draw (shared VAO), the perfor-
mance drop is significant, but this impact is much higher with a single resource
switching between draws (separated VAOs). Thus, we can expect that this per-
formance cost will rise significantly when we increase the number of resources
switching per draw, such as programs, textures, and uniforms. Switching states
x -axis: Number of Draw
y -axis: Performance Ratio Relative to Instancing
600%
500%
400%
300%
200%
100%
0%
1,000
2,000
4,000
8,000
16,000
32,000
64,000
128,000
256,000
Instancing
Shared VAO
Separated VAOs
Figure 2.4. Relative draw submission performance tests comparing instancing against
a shared VAO for all draws and separated VAO per draw.
 
 
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