Re: Skin Mesh Animation
Posted: Tue Jan 07, 2020 2:05 pm
I'm aware of moving GPU stuff to the CPU for devices that are bottlenecked by the GPU. But:
1) Complexity, not good and specifically when GPUs will automatically become better relative to CPUs over the next 10 years. See Jetson Nano.
2) You would need multithreaded GPU access or your frames will get motion-to-photon latency. Just try playing any PS4 game, they are litteraly unplayable! Not even Vulkan gives you multithreaded parallel drawcalls.
My solution is to scale the experience to fit the hardware. So on the pi 4 you wont see all >1000 players around you.
Time solves all problems, don't over-engineer!
1) Complexity, not good and specifically when GPUs will automatically become better relative to CPUs over the next 10 years. See Jetson Nano.
2) You would need multithreaded GPU access or your frames will get motion-to-photon latency. Just try playing any PS4 game, they are litteraly unplayable! Not even Vulkan gives you multithreaded parallel drawcalls.
My solution is to scale the experience to fit the hardware. So on the pi 4 you wont see all >1000 players around you.
Time solves all problems, don't over-engineer!