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iamgreaser avatar iamgreaser commented on May 13, 2024

"depth buffer wastes VRAM"

Uhhh... you have no idea how important the depth buffer is, do you? For a 1366x768 screen it tends to use up a bit over 4MB which really isn't that much for... well, an Intel Atom won't suffer.

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dany-on-demand avatar dany-on-demand commented on May 13, 2024

Sorry, I wasn't talking about the depth buffer, but the stencil buffer. I learned that depth and stencil buffers are often packed into the same space, that's why I said depth+stencil buffer.

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yvt avatar yvt commented on May 13, 2024
  • OS uses a depth buffer.
  • OS doesn't have a depth buffer in default framebuffer. Instead, it allocates one in the form of texture.
  • Depth buffer is required for fast hidden surface removal.
  • gDEBugger's wireframe mode doesn't work as expected for OS because OS's post-processing phase transfers a screen image using two screen-sized polygons.
  • OS has its own timing measure mechanism that can be enabled with r_debugTiming. When enabled, this outputs how much time has been taken to process each rendering stage to SystemMessages.log. This should be useful for performance analysis.

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dany-on-demand avatar dany-on-demand commented on May 13, 2024

Thanks for the explanation yvt, I'll use that!

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