UpdateSkinnedMesh vs GPU Update
Crossbones+ - Reputation: 3030
Posted 31 January 2012 - 10:43 AM
Performance will vary based on details like:
- How many times per frame are you rendering the mesh?
- What GPU and CPU do you have?
- How many bones are there?
- How many vertices are there?
- Do you need to read back the results on the CPU?
- Which thread is this being calculated on?
Members - Reputation: 1558
Posted 31 January 2012 - 12:01 PM
Members - Reputation: 255
Posted 31 January 2012 - 12:27 PM
How many times per frame are you rendering the mesh?
- 1 rendering per 1 frame
What GPU and CPU do you have?
- ATI 3870
- 2.0 core2duo
How many bones are there?
- basic biped : 30
How many vertices are there?
Do you need to read back the results on the CPU ?
- I don't understading "read back" meaning.
- "Read back" is Loading again ?
- Answer is loading once and reuse..
Which thread is this being calculated on ?
- 1 thread
Please down answer, Sir !
I'm sorry for my veryveryvery short + rigid answer....
I wanna know just absolutely answer in common.
Crossbones+ - Reputation: 10241
Posted 31 January 2012 - 01:19 PM
So like the others said, there is no right answer. You need to know what kind of environment you're running in and what the rest of the program is doing, how your GPU vs CPU usage is balancing out, where your bottlenecks are, and so on.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Members - Reputation: 1558
Posted 01 February 2012 - 10:23 AM
I just wanna know Absolutic common answer.
My English writting skill level is very low...
I'm sorry --a
Your answer is I wanna know answer.
Thank you very much ^^a
Have a Nice DAY !!!
It's fine, we're (or at least, I'm not) not yelling at you, period, or questioning your English ability, just pointing out that you're asking for an absolute answer that doesn't exist, much like, for example, the question "How do I downsample depth?" In that case, you can get a local maximum, a local minimum or a regular, boring old mean; all are useful for different purposes and we need to know more about what else you need it for in order to give you a meaningful answer.
Since you're asking about 'readbacks,' this is simply the process of reading the skinned vertex data back onto the CPU, probably for something like physics calculations or the like. More on that in a second.
As an example of 'what else are you doing,' the use of shadow volumes is an excellent argument in favor of keeping everything CPU-side, as the actual process of getting this sort of stuff back into main memory from the GPU can be rather slow under typical game circumstances due to how the graphics driver actually goes about implementing your draw calls; generally, they're queued up into a big FIFO list behind the scenes and the GPU will need to burn through a few frames(!) worth of commands before it can be in a state where it can copy things out of VRAM. Again, the specifics of what else you're doing will influence the commands actually sent to the GPU and can in turn affect that latency. We just want some detailed information about what you plan on doing with your mesh(es)