Re:Godot for AA/AAA game development – What's missing?
by koolala on Monday January 16, 2023 @12:23PM
(#34402972)
What's an example of something that does blindless fully GPU driven rendering? Would it mean CPU lag wouldn't slow your game because the camera could be fully controlled by the GPU?
Re:Godot for AA/AAA game development – What's missing?
by ninepoints on Monday January 16, 2023 @12:56PM
(#34403436)
On the contrary, bindless means less work for the CPU. Bindless basically means the GPU is responsible for querying image and buffer resources from a global heap or descriptor table.
Re:Godot for AA/AAA game development – What's missing?
by vblanco on Monday January 16, 2023 @01:57PM
(#34404167)
I wrote an extensively about that as part of my vulkan guide. https://vkguide.dev/docs/gpudriven .
The TLDR of it is that you have the cpu upload scene information to the GPU, and then the GPU performs culling and batching by itself in a series of compute shaders. In most games the scene is 99% static, so you can upload the scene at the beggining and never touch it again. this decreases CPU-GPU traffic by orders of magnitude, and if used right, gives you 10x or more performance improvements. Unreal 5 Nanite tech is based on this concept.
Re:Godot for AA/AAA game development – What's missing?
by Rhedox on Monday January 16, 2023 @07:43PM
(#34407669)
Love your site btw!
It's strongly reminiscent of OpenGL, doesn't expose command buffers or queues (no async compute). Barriers are too coarse. There's also no support for a bindless approach, no GPU driven rendering or even just GPU culling.