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How important is 1 big vertex buffer ?

Started by June 10, 2018 03:32 PM
4 comments, last by the incredible smoker 6 years, 7 months ago

Hi, does it matter really much if you use 1 big vertexbuffer instead of multiple buffers ?

 

They also say you can use sinf() and cosf() now these days since computers are fast enough.

How is that with vertexbuffer ?

 

Like i have now its really flexible, when i finish a game i could build 1 big vertexbuffer for optimizing.

I dont know if its worth all the hassle ?

thnx

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

If your game is not too slow you dont need to worry about optimizing, especially as it reads as if you dont even have a game.

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On newer computers it all runs smooth, however i like to be playable on old systems also.

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

It's not so important to have one huge vertex buffer, but it's better not to have thousands of small ones. The more you can combine them, the better. Usually it's not going to be your big bottleneck - CPU and GPU profilers can give you hints as to what is actually slowing you down.

SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

Nice one about the GPU profiler, is it free ?, i would like to test my game with that when done.

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

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