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Update GS rendering v2.0 #6357
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Update GS rendering v2.0 #6357
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willeastcott
approved these changes
May 13, 2024
Co-authored-by: Will Eastcott <willeastcott@gmail.com>
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mvaligursky
reviewed
May 15, 2024
mvaligursky
reviewed
May 15, 2024
mvaligursky
reviewed
May 15, 2024
// number of quads to combine into a single instance. this is to increase occupancy | ||
// in the vertex shader. | ||
const splatInstanceSize = 128; | ||
const numSplats = Math.ceil(splat.numSplats / splatInstanceSize) * splatInstanceSize; |
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could use math.roundUp
mvaligursky
approved these changes
May 15, 2024
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Having done more profiling, it seems that the order of splat data is by far the most important element when rendering large GS scenes on GPU.
Therefore this PR supersedes #6352: it takes the best parts, but without the additional memory requirements of the preprocess step.
Before:
After:
So, this PR:
Issues:
Next steps: