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Apr 13, 2017 at 12:18 history edited CommunityBot
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
Dec 7, 2013 at 7:54 comment added Andrew Russell Is it possible that - rather than being batch limited as such - you are simply CPU limited? (Doing too much non-drawing CPU stuff.)
Dec 6, 2013 at 21:07 comment added TravisG I don't know how to solve your problem, I just wanted to suggest that you're most likely not draw call bound.
Dec 6, 2013 at 20:44 comment added cubrman Naturally we have some shaders to do and some parameters to set and we are not uber-professionals to make it work as good as you suggest. But it would be nice to hear HOW you make it work, instead of just boasting it.
Dec 6, 2013 at 20:31 comment added TravisG I seriously doubt draw calls are so limited that you cant display 100 objects at a decent framerate. Try a fifty thousand objects, that might be limiting without instancing on any CPU that came out in the last 5 years.
Dec 6, 2013 at 19:26 comment added cubrman My question has already been answered before, I did not know that like many others that come here. I have posted a link to the actual answer and that was clear enough from my point of view. But you are an admin, so I have added even more explanations. If this is not enough - feel free to edit my answer.
Dec 6, 2013 at 19:23 history edited cubrman CC BY-SA 3.0
added 116 characters in body
Dec 6, 2013 at 18:43 comment added user1430 -1, this answer doesn't actually address the problem described in the question. You should re-word one or both to match.
Dec 6, 2013 at 18:28 comment added cubrman I am working towards using instancing, just like Andrew suggests, and I am asking this question: gamedev.stackexchange.com/questions/66932/…
Dec 6, 2013 at 18:10 vote accept cubrman
Dec 6, 2013 at 12:20 comment added ashes999 So how did you resolve your problem, knowing this?
Dec 6, 2013 at 11:16 history edited Andrew Russell CC BY-SA 3.0
Spelling ;)
Dec 6, 2013 at 8:39 history answered cubrman CC BY-SA 3.0