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blog/2025/2025-09-24-optimised-triangle/index.md

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- FPS can be a misleading performance metric, as it changes non-linearly as you optimise your frame.
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A 10fps difference from 60 to 70fps is ~2.38ms while the difference from 300 to 310fps is ~0.107ms.
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To actually profile your application it is much better to use dedicated tools like Nsight Graphics or Tracy.
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To actually profile your application it is much better to use dedicated tools like [Nsight Graphics](https://docs.nvidia.com/nsight-graphics/UserGuide/) or [Tracy](https://github.com/wolfpld/tracy).
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- Modern GPUs are very complex, and performance **does not scale linearly with scene complexity**, for example, if one triangle runs at 300fps this doesnt mean five triangles will run at 60fps.
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GPUs are designed to have really good throughput at the cost of latency.
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- When rendering one single triangle, most of your frametime may just be **overhead**, this could be WSI, driver, validation layers, ...
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- When rendering one single triangle, most of your frametime may just be **overhead**, this could be your window manager, driver or API state validation to name a few.
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- **hello-triangle** is simply not a representative workload for _real applications_, which are way more complex with lots of factors affecting performance and a **compromise between speed and
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quality**. In order to properly judge the performance of your engine, you should at least use a test scene such as [Intel Sponza](https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html) or
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[Bistro](https://developer.nvidia.com/orca/amazon-lumberyard-bistro).
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good luck on your journey learning graphics!
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Good luck on your journey learning graphics!

blog/tags.yml

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description: Graphics Programming Discord Server Showcase
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faq:
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label: FAQ
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permalink: /FAQ
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label: faq
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permalink: /faq
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description: Frequently Asked Questions

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