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About yhkim

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  1. @piluve Thanks for answer, that's the answer exactly what I was waiting for! Now I'm gonna apply LOD terrain and frustum culling.
  2. Sorry for my short english Hello, currently I'm developing heightmap renderer for study. The renderer runs mostly on GPU side(geometry shader). Currently, with zero point arrays(vec3(0,0,0)), geometry shader expands terrain(128x128 to 128x128x3x3) and computes height and normal every frame. 128x128x3x3 terrain is my current limitation with GTX660, which takes 23 ms for each frame. As far as I know, for the purpose of game development, CPU-side calculation is efficient rather than GPU-side. So I'm trying to change terrain generation mechanism to CPU-side calculation. By doing so, GPU would calculate height and normal only one time on initiation. What GPU will do is rendering terrain data from pre-calculated vbo or ssbo. However what I want to ask is, "What is the maximum terrain resolution that can be rendered without freezing?" I know that it differs by other components in renderer, and GPU performance, but please tell me based on your experience. example1) Terrain 16384x16384 was enough to render 60fps with GTX1060 example2) Summoner's rift in League of legends uses 4096 x 4096 terrain map Waiting for your answer, thank you for reading!!
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