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#ActualBrother Bob

Posted 14 January 2013 - 04:52 PM

The question is not whether it is faster to calculate the final MVP matrix on the CPU or the GPU, but whether it is faster to calculate it matrix once per model on the CPU or once per vertex on the GPU. But maybe the compiler could, theoretically, precompute the product just before the program is executed, but who knows.

You also have to consider where the bottle-neck is. Assume, for a moment, that is is actually faster to do the calculation in the shader on the GPU. If the GPU is saturated already, then offloading the multiplication to the CPU is a net-win, even if the individual operation is performed slower.

As always, benchmark to see where the problem is and how to rectify it.

#2Brother Bob

Posted 14 January 2013 - 04:49 PM

The question is not whether it is faster to calculate the final MVP matrix on the CPU or the GPU, but whether it is faster to calculate it matrix once per model on the CPU or once per vertex on the GPU. But maybe the compiler could, theoretically, precompute the product just before the program is executed, but who knows.

#1Brother Bob

Posted 14 January 2013 - 04:49 PM

The question is not whether it is faster to calculate the final MVP matrix on the CPU of the GPU, but whether it is faster to calculate it matrix once per model on the CPU or once per vertex on the GPU. But maybe the compiler could, theoretically, precompute the product just before the program is executed, but who knows.


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