|
![](/i/fill.gif) |
>> If it doesn't work on your GPU try reducing the number of SAMPLES (at
>> the top of BufferA). The end result will be the same, it will just look
>> a bit worse whilst rotating the camera.
>
> You'll be unsurprised to hear that this breaks Opera.
What GPU do you have? Have you tried this Chrome or IE?
> Looking at some of the stuff people have done, you wonder why this
> amazing tech isn't in games...
>
> ...and then you realise it doesn't scale to non-trivial geometry. I'm
> still figuring out how the GPU actually works, but it *appears* that it
> works by executing all possible code paths, and just turning off the
> cores that don't take that branch.
Yes, that's how I understand it too. Writing this:
if(some_condition)
DoA();
else
DoB();
Runs the same speed as this:
DoA();
DoB();
For "small" scenes though, this is still orders of magnitude faster than
it would ever run on a CPU.
> That's find for 4 trivial primitives;
> I'm going to say it doesn't scale to hundreds of billions of objects.
>
> Pity. It would be so cool...
I suspect if you started to modify and optimise the hardware to cope
better with more dynamic branching and recursion etc, you would end up
back with a CPU :-)
Post a reply to this message
|
![](/i/fill.gif) |