Re: Optimising a voxel engine
Posted by
Xerxes Rånby on
Jan 22, 2017; 9:50am
URL: https://forum.jogamp.org/Optimising-a-voxel-engine-tp4037587p4037588.html
You should lower your vertex count.
As a rule of thumb,
entry level GPU can only process 1 vertex per clock cycle a high end GPU can process up to 5 vertex each clock cycle.
If you want to rendering 1k objects * 4k vertives * 60 fps then you will hit the above limit.
You requiring at least a 2.4ghz entry level GPU for full frame-rate while most entry level GPU's are clocked at 800Mhz.
Some high end GPU's may handle your workload, still your vertex count is high!
A good engine also know which objects are out of view. The fastest vertex to render is the vertex never rendered.
A good engine uses shades to make things look good without increasing the vertex count.
You should consider posting a compilable example based on JogAmp if you want more specific help (we do not offer support for lwjgl in this forum).