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@icedquinn@blob.cat

2026-11-04 11:35 UTC

@snacks@netzsphaere.xyz @mia@movsw.0x0.st deferred lighting does/did add quite a bit of GPU load. makes some high quality lighting easier to reason about in the code but it deffo has a cost

Replies (2)

  • @snacks@netzsphaere.xyz 2026-11-04 11:37

    @icedquinn@blob.cat @mia@movsw.0x0.st also forces you to rely a lot more on post processing shaders, even msaa gets fucked and you kinda need to use taa which almost universally sucks

    Open ##5479058

  • @mia@movsw.0x0.st 2026-11-04 12:07

    @icedquinn@blob.cat @snacks@netzsphaere.xyz needs bandwidth especially, which is always scarce speaking of bandwidth, idtech 7 went vulkan-only for good reasons. bindless resources are an obvious one, but vulkan also has sparse resources, which allow things like only keeping specific regions or mip levels of images in device-local memory. vulkan’s memory model is aware of device vs. host (and host cache) locality, RDMA capabilities, etc. so it can run really well on UMA systems.

    Open ##5479221