@cmuratori Really love the recent refterm vids. I noticed that the cache hit rate went up while the frame rate dropped when you ran the sample file for glyph rendering. Any idea what it could be?https://youtu.be/hxM8QmyZXtg?t=1903 …
The difference in speed would normally be negligible, but because we are talking about 7000+ fps, even a very small difference in lookup time will make an impact. In this case, needing to do many glyphs through the actual AESDEC path means you take a slight hit.
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This is also why the cache supports both. Like I said in the lectures, you never use an excuse to make your code slow. I _could_ have just had everything go through the AESDEC path, and it still would be 1000+ fps. But why penalize users all the time for something needed rarely?
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So I supported direct mapping, since it is the most common case, and then it falls back to AESDEC when it is outside the glyph set the user picks as their "normal set".
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