I switched from x86 to x64 for my MonoGame Raytracer (DirectX) and performances are better! One the same scene x86: 330ms per frame, x64: 220ms! With downscale, it's ugly but realtime ;) #raytracer #monogamepic.twitter.com/IKce8onWkk
Yes, I use many threads to achieve realtime and of course a serious downscaling of my backbuffer. The speed depends of the number of cores in your CPU. Using an AMD x1700 (16 cores) it's "playable (16-60ms)" with up to 5 samples. My sourceshttps://github.com/demonixis/MonoGameRayTracer …
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I'm working on many optimization on the code (using more references, less garbage, etc..), that's why I asked the other day the benefits of SIMD. Unfortunatly for me System.Numerics (SIMD/AVX in C#) is slower than MonoGame's Vector/Matrix implementation.
Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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Very cool! I plan to do something similar with mine soon. First I want to explore BVHs for additional acceleration.
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Same here! My plan is to add something like the Unity's MeshCollider to be able to render any meshes and of course for that, a good BVH solution!
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