It was more just a realization that CPUs/GPUs were fast enough for it at that time. There is no special trick to it.
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Replying to @cmuratori @Sharlock93 and
Nowadays, 100,000 sprites is a joke - I'm sure modern GPUs can crush that number by multiple orders of magnitude.
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Replying to @cmuratori @Sharlock93 and1 reply 0 retweets 0 likes
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Replying to @IgorsGames @cmuratori and
I'm a Bad Programmer(TM) looking to learn- why am I unable to achieve reasonable FPS w/ even 50k quads on screen?https://www.reddit.com/r/gamedev/comments/71mkxs/how_to_render_100k_simultaneous_sprites/ …
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Replying to @Phildo211 @IgorsGames and
I want to say that the PCIe 3.0 x16 transfer rate is something like 16 gigabytes a second, or 256mb/frame at 60hz.
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Replying to @cmuratori @Phildo211 and
So the _theoretical_ sprite throughput from the CPU per frame would be like 8 million sprites? Assuming 100% dynamic from the CPU.
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Replying to @cmuratori @Phildo211 and
That's purely theoretical, but the bandwidth is there, so I would think 50k, which is more than 100x off peak theoretical, should be easy.
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Replying to @cmuratori @Phildo211 and
So I would think you must have something else to blame that isn't the PCIe bandwidth (too many CPU instr, inefficient use of driver, etc.)
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Or of course, if the sprites are all screen-sized and your GPU is dying due to overdraw :) Pixels still cost something to fill!
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Replying to @cmuratori @IgorsGames and
this has been very helpful- will look into further. thanks for taking the time to help! :)
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