What sort of Metal topics would you like to see me write about? I’ve got ideas, but I’d prefer to maximize interest and usefulness. ∙ Practical physically-based rendering ∙ Raytracing ∙ Shadows ∙ HDR/multipass rendering ∙ MPS image filters ∙ Your suggestion here?
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Replying to @warrenm
As mentioned multipass rendering would be a good topic. It took me a while to get the configuration right. Also maybe tricks to avoid CPU bottleneck with huge numbers of objects. You have already written about instancing but my Mac Pro CPU is at max while GPUs are sleeping.
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Replying to @enie_schmenie
I’m very interested in workload balancing. And I’m very curious about your use case: do you know if the CPU time is mostly spent on command buffer encoding or something else? Have you tried parallel command encoding, or are you effectively single-threaded?
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Replying to @warrenm
The use case was vegetation rendering of rather large 3D models. I can’t remember what the CPU spent most time on and I wrote the code in 2016 so it would take some time to get it up and running again. I tried parallel command encoding but didn’t help much as far as I remember
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Replying to @enie_schmenie @warrenm
Thinking about it it could be that I copied the 3D data each frame for each instancing-object. But I could be wrong. If you‘re interested I could dig out my thesis and have a look if I find the problems that I could not solve.
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Makes sense. I’ve found calculating instance data, as well as computing matrices for skinned animation, to take up the bulk of CPU time in some cases, dominating encoding. At that point, you want some strategy (like a job system) for multithreading, which I haven’t written about.
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