Use multi draw indirect count #823
Labels
experimental
a feature or idea that will require lots of experimentation
graphics
optimization
a performance problem that should be addressed or an optimization idea
Milestone
This would reduce the cost of specializing the opaque shaders(#456) which in turn would allow implementing more expensive effects(#119).
Furthermore it would generally reduce the GPU overhead of occlusion culling when most chunks are being culled (staring at a wall with render distance 24), due to reducing the number of empty draw calls.
The problem with MDIC is that it doesn't seem to work well on intel iGPU due to some driver issue.
Furthermore older NVIDIA GPUs (I think pre-turing) will always run the maximum number of draw calls, which is basically just the status quo.
Because of this I think it would make sense to optionally switch to a scenario where the CPU reads back the count from the GPU. This is expensive, but shouldn't be a big deal.
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