On iPhone 5 PBS shader is 100% ALU bound. On iPhone 6 it is 100% bound by number of textures accessed. Just 2 generations apart.
-
-
Replying to @unai_landa
@unai_landa@__ReJ__ is use of compressed textures making a difference? i.e. Texture filtering or memory bandwidth limited?2 replies . 0 retweets 0 likes -
Replying to @unai_landa
@gavkar@__ReJ__ all but rendertargets is compressed usually. Not being able to "reinterpret" a render-target also wastes a bit of BW2 replies . 0 retweets 0 likes
Replying to @unai_landa
@unai_landa @__ReJ__ thanks. Valuable information.
7:15 am - 8 Apr 2015
0 replies .
0 retweets
0 likes
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.