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One of the things that impact performance the most is the use of different types of semi-transparency modes, especially mode=3. Some of these games are Need for Speed - High Stakes
Its bad because it leads to us flushing the drawing buffer and calling vkDraw for every polygon for example, which is very bad.
Currently, we are batching by several parameters and one of them is the semi-transparency-mode
I think a good approach is to optimize this is to batch multiple draws from different semi-transparency-mode.
One idea to do this is to use 2 back-images and switch between them on every batch, and handle all semi-transparency inside the shaders.
We can batch multiple draws that don't intersect. Of course this could be easily defeated if some games draw triangles on top of each other a lot of the times.
This may not be perfect, but we can check and see which works better.
The text was updated successfully, but these errors were encountered:
One of the things that impact performance the most is the use of different types of
semi-transparency
modes, especiallymode=3
. Some of these games areNeed for Speed - High Stakes
Its bad because it leads to us flushing the drawing buffer and calling
vkDraw
for every polygon for example, which is very bad.Currently, we are batching by several parameters and one of them is the
semi-transparency-mode
I think a good approach is to optimize this is to batch multiple draws from different
semi-transparency-mode
.One idea to do this is to use 2
back-images
and switch between them on every batch, and handle allsemi-transparency
inside the shaders.We can batch multiple draws that don't intersect. Of course this could be easily defeated if some games draw triangles on top of each other a lot of the times.
This may not be perfect, but we can check and see which works better.
The text was updated successfully, but these errors were encountered: