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Hi @OmarShehata,

If each point is a single texel, it might be more efficient to skip the typical rasterization stages and write directly to a storage texture or buffer. Point and line primitives can have poor performance on some hardware, and currently WGSL does not support point sizes greater than one.

If the points are all single texels, and you want to accumulate the values (two points projected to the same coordinate result in twice the value), it might make sense to use atomicAdd() on a storage buffer, and then use that for presentation.

If the points need to be larger than a single texel, be nicely rounded, or have more advanced blending, it might be better to render them as instanc…

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@OmarShehata
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@ben-clayton
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@OmarShehata
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@kvark
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