Hello everyone. Following my email last year email asking if rendering in wireframe could speedup a game (answer was no in many different ways) I have a new idea after playing Totaly Accurate Battle Simulator with its red and blue army.
What if I skip applying every texture to every object? Probably everything would be black so I would need to use different incremental solid color to distinguish stuff in the screen. Would that save memory and also make games faster?
Remembering that my 3D knowledge didn't change much so, basically zero + wireframe knowledge from previous email ;-)
Best wishes, Bruno
On 14 December 2016 at 14:31, Bruno Jesus 00cpxxx@gmail.com wrote:
Hello everyone. Following my email last year email asking if rendering in wireframe could speedup a game (answer was no in many different ways) I have a new idea after playing Totaly Accurate Battle Simulator with its red and blue army.
What if I skip applying every texture to every object? Probably everything would be black so I would need to use different incremental solid color to distinguish stuff in the screen. Would that save memory and also make games faster?
Probably, in some cases, depending on where the performance bottleneck actually is. In fact, that's a performance analysis technique you can use to figure out if your (shader) performance is limited by texture lookups or by something else.
That doesn't mean you can generally apply that to make things go faster though. Textures are used in a lot of places, sometimes unexpected ones. Think for example about text in the user interface, HUD elements, etc. If you want to experiment a bit, fixed function texture lookups happen in shader_glsl_generate_ffp_fragment_shader(), for shaders you'll want to look at anything that calls shader_glsl_get_sample_function(), perhaps most notably shader_glsl_tex().
On Wed, Dec 14, 2016 at 11:59 AM, Henri Verbeet hverbeet@gmail.com wrote:
On 14 December 2016 at 14:31, Bruno Jesus 00cpxxx@gmail.com wrote:
Hello everyone. Following my email last year email asking if rendering in wireframe could speedup a game (answer was no in many different ways) I have a new idea after playing Totaly Accurate Battle Simulator with its red and blue army.
What if I skip applying every texture to every object? Probably everything would be black so I would need to use different incremental solid color to distinguish stuff in the screen. Would that save memory and also make games faster?
Probably, in some cases, depending on where the performance bottleneck actually is. In fact, that's a performance analysis technique you can use to figure out if your (shader) performance is limited by texture lookups or by something else.
That doesn't mean you can generally apply that to make things go faster though. Textures are used in a lot of places, sometimes unexpected ones. Think for example about text in the user interface, HUD elements, etc. If you want to experiment a bit, fixed function texture lookups happen in shader_glsl_generate_ffp_fragment_shader(), for shaders you'll want to look at anything that calls shader_glsl_get_sample_function(), perhaps most notably shader_glsl_tex().
Thanks! I'm trying and having "interesting" experiences.