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Re:Desktop compositing latency is real by CyberDildonics on Wednesday November 22, 2017 @08:25AM (#15756557)
That seems like a dubious claim to me. In my experience maxing out memory or pcie bandwidth is rarely a bottleneck, and extremely unlikely / impossible with low CPU usage.

Do you have a link or more detail about 'already cramped pipelines'?

Re:Desktop compositing latency is real by pcwalton on Wednesday November 22, 2017 @11:27AM (#15758055)
2D rendering on GPUs is almost entirely memory bound.

Source: I've been working on GPU 2D rendering full time for years now.

Re:Desktop compositing latency is real by jreck on Wednesday November 29, 2017 @03:35AM (#15805485)
Depends heavily on the GPU and the scene being rendered. On Android I've seen low-end GPUs bottlenecked by the shader ALU of all things, even though the 2D renderer only produces trivial shaders. Turns out it's easier to whack off shader compute cores than it is to muck with the memory bus in some cases.

Most common situation is the GPU isn't taxed at all, though, and doesn't even leave idle clocks. We end up just being limited by GL draw call overhead.

Re:Desktop compositing latency is real by CyberDildonics on Thursday November 23, 2017 @01:46PM (#15767052)
You seem to be implying that rendering of a text editor has to be all 2d and that rendering a frame pushes the memory bandwidth to it's limits, both of which can't possibly be true. Why can games run at 144hz and above but a text editor can't afford to overdraw for decreased latency?