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gDEBugger report + issue #11
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"depth buffer wastes VRAM" Uhhh... you have no idea how important the depth buffer is, do you? For a 1366x768 screen it tends to use up a bit over 4MB which really isn't that much for... well, an Intel Atom won't suffer. |
Sorry, I wasn't talking about the depth buffer, but the stencil buffer. I learned that depth and stencil buffers are often packed into the same space, that's why I said depth+stencil buffer. |
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Thanks for the explanation yvt, I'll use that! |
Stable enough for me
I tried to run over some performance analysis over the stutter I'm getting.
During the stutter, FPS/s really drops to 0.5. OGL calls don't change, CPU sometimes went tiny bit higher(5-10%) but usually stayed the same.
GL calls average 2-4k. And doesn't change when a grenade explodes. A huge improvment over iceball's 2-4-8k and 27k when not looking at the grenade explosion, and 32k when looking at it.
One small issue, some of the debug buttons behave weirdly. I discovered that turning on wireframe mode on the back buffer made you not see anything, and gDEBugger probably turns it on for both. I had to hardcode it in, and I got what I wanted. Also eliminating shaders for me turns the screen yellow and once you "turn the shaders back on" it stays yellow.
Also I observed there is no depth+stencil buffer used/allocated. I wonder why it is in iceball, where it just wastes VRAM.
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