Skip to main content

All Questions

Tagged with
0 votes
2 answers
191 views

How can I efficiently render lots of moving objects in a game?

I'm using OpenGL but this question should apply generally to rendering. I understand that for efficient rendering in games, you want to minimize communication between the CPU and GPU. This means pre-...
greenlagoon's user avatar
0 votes
1 answer
2k views

Int vs Float, which one is faster for gpu?

My game need to loop through massive amount of data, and the amount of data can increase by a lot depending on world settings set by player. The data is too big for CPU so i need to use GPU for it ...
bbzz's user avatar
  • 137
0 votes
0 answers
51 views

Balance load between CPU and GPU [duplicate]

I am making a game with Unreal Engine 5, but it takes more GPU power and the CPU is used much less. I want to optimize it to use both CPU and GPU so it can be playable on low-end PCs or laptops. Is ...
Pranav Upadhyay's user avatar
0 votes
1 answer
855 views

Use of CPU vs. GPU on mobile devices

I was always told that if a task can be parrarelized, I should put it on the GPU for better performance. Although this is defenetly true for computer GPUs, I was wondering if the mobile GPUs were so ...
Gyoo's user avatar
  • 286
0 votes
1 answer
2k views

Unity Build GPU Performance

I have been banging my head against the wall with this for few days now with no improvement.. The problem is that after build my project keeps using over 30% of the GPU. Even in the editor it takes 20%...
theCodeHermit's user avatar
0 votes
1 answer
208 views

What is the difference between these two shaders in terms of performance?

I have implemented a two pass Gaussian blur shader in GLSL like this: ...
racz16's user avatar
  • 171
0 votes
0 answers
218 views

How Lots of ComputeBuffers at Once Affect Performance Unity

How will lots ComputeBuffer instances affect performance? And why? I know that I should call ComputeBuffer.Release() on every <...
Ely Shaffir's user avatar
1 vote
1 answer
2k views

Windows 10 GPU Engine Performance Counters - Phys / Eng Meaning

For performance tracing of intermittent degredation in performance I wanted to use the Performance Counters available in Windows 10 1809 under GPU Engine -> Utilization percentage. This particular ...
Malcolm McCaffery's user avatar
1 vote
1 answer
148 views

GPU (render time) increase if screen size increase

i create a simple 2d scene in unity 2017.3.1f1 I changed the size (height and width) in the Game View and proflie to see how it affects the rendering.. (below photo) I saw that the rendering time ...
sam's user avatar
  • 9
3 votes
0 answers
194 views

Are GPU drivers hand optimized for specific games using low-level APIs?

The GPU drivers often have slightly different behavior depending on game or program, which is using them. It optimizes performance, bypasses bugs and improves overall experience in popular games, ...
CodeSandwich's user avatar
1 vote
1 answer
141 views

How to balance GPU compute usage against render usage?

The GPU's primary purpose, obviously, is to render the scene. However, if we use compute capabilities on the very same GPU, how do we partitition and control these calls such that they do not ...
Engineer's user avatar
  • 30.4k
3 votes
0 answers
112 views

android unity game optimisation

I'm finishing my game, i'm in the stage of optimisation, i tried multithreaded rendering and dynamic batching, with OpenGLES3.. i get a little bit increase , but now i'm getting function Clear take ...
أيمن تليلي's user avatar
1 vote
0 answers
531 views

How to efficiently batch blocks and reduce drawcalls in a voxel-like game

To fully get the benefits of GPU instancing in Unity in a voxel-like game I'm trying to batch as many static blocks as possible (the terrain won't be destructible, and I can't set these blocks to '...
guest01's user avatar
  • 11
0 votes
1 answer
2k views

GLSL shader performance reduced by loop?

I hav a fragment shader like this: ...
kalidali's user avatar
  • 323
1 vote
1 answer
1k views

Measure elapsed gpu time of draw call

I'm rendering to a texture via DrawIndexedPrimitive (SharpDx). In some specific situations, the framerate drops significantly when doing this render. The framerate can be improved by rendering to a ...
Zachary Burns's user avatar

15 30 50 per page