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Optimizing an Open Source Texture Synthesis Library

29 pointsby underanalyzeralmost 5 years ago

1 comment

MayeulCalmost 5 years ago
Interesting, it starts maybe a bit dull (and uses &quot;micro-optimization&quot; wrong IMO, I tend to use them for stuff that doesn&#x27;t optimize a lot the runtime of a given function), but gets better when it talks of an issue with profiling in debug mode, and then of a thread contentention issue.<p>A note about that specific library: why isn&#x27;t texture generation used more in videogames? Nowadays, a game contains tens of gigabytes of textures and models (~80 GB or more). Certainly there is a point at which it becomes worth it to procedurally generate the texture instead of storing multi-megabyte images for every object in the world. What would that point be?<p>Are GPUs fast enough to generate textures on-demand nowadays, in the pixel shader, for instance? An additional benefit would be that mipmaps might not be necessary anymore, depending on the algorithm.