Multithreading - Graphics 5 or Graphics 4 ? #784
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First of all thank you for this awesome library. I saw that g5 has command lists so I am guessing if I want a multi-threaded renderer where I want to populate render command from other threads g5 will make it easier, am I correct in my assumption? . Also, are there any other differences between them that I should know? My target harware are mostly mobile devices. Thanks, |
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Replies: 2 comments 6 replies
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Yes but actually no. Specifically for Android you'll also want to use the OpenGL backend, because despite being the default the Vulkan backend still has some bugs. |
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G5 has a very big advantage because buffer-handling is not automatic like it is in G4 - you have to manually make sure that you don't write to buffers while the GPU uses them but that also makes performance much more reliable. The fully automatic buffer-handling in D3D11 and OpenGL is their biggest performance-issue in my experience. |
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G5 has a very big advantage because buffer-handling is not automatic like it is in G4 - you have to manually make sure that you don't write to buffers while the GPU uses them but that also makes performance much more reliable. The fully automatic buffer-handling in D3D11 and OpenGL is their biggest performance-issue in my experience.
And multithreaded command-list-recording does indeed still have a problem in Vulkan and D3D12. It's fine in Metal though as far as I know.
And @Apprentice-Alchemist, if you know about Vulkan-bugs, please file issues for them. Currently I see only #783 (which is already half-fixed).