Note the full view's speed on real hardware

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
dhkatzandClaude Opus 5.5 committed 2026-10-28 18:47:29 -07:00
1 parent 7bf29f3e4c
commit 6d7b1d534d
1 file changed
+3 -3
+3 -3
View File
@@ -64,9 +64,9 @@ For comparing while the client runs (development):
be taken, and gives up on a renderer process that stops taking them (the client's renderer carries on).
- The renderer process reproduces IMVU's Direct3D 9 setup (`renderer/shaders/fixed_function.hlsl`), particles
included (point sprites, drawn as instanced squares), with a pipeline per combination of states.
- Speed: on a PC with a graphics card, a room frame takes about 2 ms to draw (some 430 draws), and the time from
the client finishing a frame to ours being presented is about 3 ms: the halves can't be told apart, even while
the camera moves. On the development VM (software rendering, over Remote Desktop) drawing takes 8 to 60 ms, and
- Speed: on a PC with a graphics card, drawing the whole view (3440x1059, a room of some 220 draws) takes 1.3 to
3.8 ms a frame, and the time from the client finishing a frame to ours being presented is the same (frames don't
queue, none skipped). Earlier, in the split view, the halves couldn't be told apart, even while the camera moved. On the development VM (software rendering, over Remote Desktop) drawing takes 8 to 60 ms, and
the right half visibly trails, mostly from compositing another process's window over Remote Desktop. The
renderer process draws only the newest frame when it falls behind, and keeps at most one frame queued.