Note the full view's speed on real hardware
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -64,9 +64,9 @@ For comparing while the client runs (development):
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be taken, and gives up on a renderer process that stops taking them (the client's renderer carries on).
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be taken, and gives up on a renderer process that stops taking them (the client's renderer carries on).
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- The renderer process reproduces IMVU's Direct3D 9 setup (`renderer/shaders/fixed_function.hlsl`), particles
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- The renderer process reproduces IMVU's Direct3D 9 setup (`renderer/shaders/fixed_function.hlsl`), particles
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included (point sprites, drawn as instanced squares), with a pipeline per combination of states.
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included (point sprites, drawn as instanced squares), with a pipeline per combination of states.
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- Speed: on a PC with a graphics card, a room frame takes about 2 ms to draw (some 430 draws), and the time from
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- Speed: on a PC with a graphics card, drawing the whole view (3440x1059, a room of some 220 draws) takes 1.3 to
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the client finishing a frame to ours being presented is about 3 ms: the halves can't be told apart, even while
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3.8 ms a frame, and the time from the client finishing a frame to ours being presented is the same (frames don't
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the camera moves. On the development VM (software rendering, over Remote Desktop) drawing takes 8 to 60 ms, and
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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
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the right half visibly trails, mostly from compositing another process's window over Remote Desktop. The
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the right half visibly trails, mostly from compositing another process's window over Remote Desktop. The
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renderer process draws only the newest frame when it falls behind, and keeps at most one frame queued.
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renderer process draws only the newest frame when it falls behind, and keeps at most one frame queued.
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