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Faster particles #1578

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Faster particles #1578

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gcask
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@gcask gcask commented Oct 27, 2021

On my system this yields a ~20% boost in FPS in Battlefield Huge.

The main tricks used here are buffer re-specification, which enables the code to avoid a cpu/gpu sync when the scene gets crowded as well as using a STREAM buffer (which is what it should be, allegedly).

It also uses less memory (now ~1.44MB, before ~2.36MB, ~40% less) and this in turn could help lower end devices as well.

Lastly it now uses the full range of a u16, instead of limiting the number of elements to a u8 making it draw even more in less.

* uses the full size of u16 indices.
* Will use multiple VBOs to alleviate the sync point with the GPU
* Uses a dedicated, tightly packed rendering structure for particles.
* Switched to using a GL_STREAM_DRAW buffer type with orphaning.
@daid
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daid commented Oct 27, 2021

The SeriousProton RenderTarget render batching can most likely benefit from "Buffer_re-specification" as well?

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