codeape Posted November 25, 2013 Share 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 Link to comment Share on other sites More sharing options...
Josh Posted November 25, 2013 Share 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. Link to comment Share on other sites More sharing options...
codeape Posted November 26, 2013 Author Share 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 Link to comment Share on other sites More sharing options...
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