Sign in to follow this  
nbertoa

[D3D11] Vertex Shader vs Instancing vs Geometry Shader

Recommended Posts

Share this post


Link to post
Share on other sites
Do you have the source available? Or, have you considered using a big static vertex buffer that doesn't get uploaded to every frame, and a SRV buffer bound to it for instance data? Then look up instance data using vertex ID.

Share this post


Link to post
Share on other sites
Hi Dongleberry.

Having a large static buffer is a good idea. I should test that too. I think performance will not change too much because I am not moving a lot of data from GPU to CPU in Instancing Technique.

Source code is in https://github.com/nicolasbertoa/D3DBase. Feel free to modify and make your own tests.

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