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How does vsg solve performance bottlenecks? #1349

Answered by AnyOldName3
idealist-dg asked this question in Q&A
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99 million vertices is quite a lot for a 3050, so I wouldn't expect amazing performance if you can't cull anything. It's almost certainly going to be better to split your draw calls and set up cull nodes so you only need to pay for the few hundred/thousand that you're showing at once. That doesn't mean one draw call per circle, but there'll be a middle ground that performs much better than what you're seeing now where the CPU overhead from more draw calls and more frustum intersection tests is well worth the reduction in work for the GPU.

As for why one of your huge draw calls is being attributed all the time cost, and none of the others are, it's unclear. The obvious things to blame (e.g…

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