You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Similar to the performance gain we got by computing tangents on the fly instead of storing them per vertex, there could be more gains by removing weights for skinning for objects that aren’t skinned. It should be quite easy to test this by removing it from all objects and profile.
For better and worse this would add the complexity of having multiple Vulkan pipelines to support different vertex formats. If we do this in a good way, it would also open up for using additional streamlined pipelines, eg no discard, no uv-mapped texture etc.
The text was updated successfully, but these errors were encountered:
kanerogers
changed the title
Optimize vertex data wrt. skinning weights
[Rendering] Optimize vertex data wrt. skinning weights
Oct 25, 2022
Similar to the performance gain we got by computing tangents on the fly instead of storing them per vertex, there could be more gains by removing weights for skinning for objects that aren’t skinned. It should be quite easy to test this by removing it from all objects and profile.
For better and worse this would add the complexity of having multiple Vulkan pipelines to support different vertex formats. If we do this in a good way, it would also open up for using additional streamlined pipelines, eg no discard, no uv-mapped texture etc.
The text was updated successfully, but these errors were encountered: