• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
pekarn

StructuredBuffer vs Buffer

3 posts in this topic

Hello!

Direct3D 11 added several new resource types for shaders. The ones of interest for this post is Buffer, StructuredBuffer and ByteAddressBuffer. I have some questions about the differences between them. I have mostly used StructuredBuffer before and occasionally Buffer. I have never used ByteAddressBuffer. I mostly care about Buffer and StructuredBuffer but figured I'd include ByteAddressBuffer aswell.

 

I know that with a regular Buffer the data in the buffer can have a different format than what you declare it with in the shader and the GPU will automatically do the conversion just like when you sample a texture or pass in data in a vertex buffer. With a StructuredBuffer the data has to match the declaration in the shader which limits you to HLSL types.

 

Other than that and the syntax difference is there any other difference between Buffer and StructuredBuffer? Any difference in performance? If my data isn't stored in a different format than how I use it in the shader is there any reason to use Buffer over StructuredBuffer?

 

For example is there any difference between these two (assuming that the data in the buffer are regular uncompressed floats)?

struct SData
{
   float f;
};
StructuredBuffer< SData > Buf;
Buffer< float > Buf;

 

 

Another example, would it make any difference for performance or anything else between these two?

struct SData
{
    float f;
    uint i;
};
StructuredBuffer< SData > Buf;
Buffer< float > Buf1;
Buffer< uint > Buf2;

 

 

And finally, what's the reason to use a ByteAddressBuffer? Like I said I've never used them so I just know what the documentation says. You can't access individual bytes, you have to access whole uint values. So why use a ByteAddressBuffer over something like:

Buffer< uint > Buf;

 

 

Thanks for helping me clear this up. smile.png

0

Share this post


Link to post
Share on other sites

One difference between structured and non-structured is that you can use some of the additional features on structured buffers, such as the structure count for append/consume buffers.  Otherwise I don't think is much performance difference between the two if you use them in the same manner.

 

In the case where you listed two separate buffers to replace a structured buffer, I would expect worse performance with two separate buffers due to cache misses.  However, things like that are so variable that it could easily be the opposite case, depending on the GPU and driver and usage conditions and...

1

Share this post


Link to post
Share on other sites

For your second example, it depends on your access parents. If you frequently access f without using i, then it's probably best to separate them. If you always access them together, then it's probably best to keep them together.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0