13 lines
641 B
Text
13 lines
641 B
Text
gpu instancing: a disappointing discovery
|
|
|
|
- drawMeshInstanced() with per-entity transform matrices
|
|
- ~150k entities at 60fps - barely better than rlgl batching
|
|
- negligible improvement on integrated graphics
|
|
- why it didn't help:
|
|
- integrated GPU shares system RAM (no PCIe transfer savings)
|
|
- 64-byte matrix per entity vs ~80 bytes for rlgl vertices
|
|
- bottleneck is memory bandwidth, not draw call overhead
|
|
- rlgl batching already minimizes draw calls effectively
|
|
- orthographic camera setup for 2D-like rendering
|
|
- heap-allocated transforms buffer (64MB too big for stack)
|
|
- lesson learned: not all "advanced" techniques are wins
|