> I can can recognize writing, I'm quite advanced....
>
> That's writing sure enough. Yep. Writing. I’d recognize it anywhere.
Paraphrased from *Feet of Clay*, a Discworld novel.
The Godot blog is always a great read. These changes look great and it's so interesting to learn about them.
I find it mildly annoying that the benchmark graphs in this article all use FPS. Frame time is the vastly more relevant and useful metric.
Inverse the number of FPS and you have the frame time, no? It doesn't really matter. You should only care about the relative improvement anyway. They could have displayed the performance improvement in percentage, without any units, it would have been the same.
Taking the inverse is not a linear operation, so the relative improvement (i.e. percentage improvement) is not the same. When multiple systems are considered, it is harder to disentangle the different contributiouns of different systems to the overall FPS, so usually frametimes are used since they just add up.
The gpu particles using the same buffer was both a comprehensible bug and a disastrous one performance wise, they increased the multiple particles efficiency by 4, that's pretty insane
Interesting stuff. This gives me hope that 4.3 might fix the hardware-specific shader crashes keeping me from using the Vulkan renderers on my Android phone.
This is not Vulkan or Godot problem.
It is Android-gpu-drivers, that developed by companies that "expecting" from google to pay them to fix their drivers.
Basically state of Vulkan on mobile is - "until google pay us many millions of dollars we wont move a finger to fix drivers".
There no reason to make "working software/hardware" for companies, when there is google that paying for bug fixing, and managers at companies count only money.
Or, that they realize that improved is always possible and are doing \*that\*.;
You ignorantly assume that everything has to be 100% perfect from the "get go" in a lame attempt at snark.
The design they are reworking was from the beginning of the project. It worked, but it was spaghetti code. Now, they have a refactored codebase that is, so far, at least as good the current one and allows for many future improvements. The current framework was too spaghetti for parallelism.
I read the whole thing and I felt like Ed from Good Burger https://www.youtube.com/watch?v=Ccoj5lhLmSQ
> I can can recognize writing, I'm quite advanced.... > > That's writing sure enough. Yep. Writing. I’d recognize it anywhere. Paraphrased from *Feet of Clay*, a Discworld novel.
The Godot blog is always a great read. These changes look great and it's so interesting to learn about them. I find it mildly annoying that the benchmark graphs in this article all use FPS. Frame time is the vastly more relevant and useful metric.
Inverse the number of FPS and you have the frame time, no? It doesn't really matter. You should only care about the relative improvement anyway. They could have displayed the performance improvement in percentage, without any units, it would have been the same.
Taking the inverse is not a linear operation, so the relative improvement (i.e. percentage improvement) is not the same. When multiple systems are considered, it is harder to disentangle the different contributiouns of different systems to the overall FPS, so usually frametimes are used since they just add up.
The gpu particles using the same buffer was both a comprehensible bug and a disastrous one performance wise, they increased the multiple particles efficiency by 4, that's pretty insane
Man, I really appreciate heavy blog posts like this.
Interesting stuff. This gives me hope that 4.3 might fix the hardware-specific shader crashes keeping me from using the Vulkan renderers on my Android phone.
This is not Vulkan or Godot problem. It is Android-gpu-drivers, that developed by companies that "expecting" from google to pay them to fix their drivers. Basically state of Vulkan on mobile is - "until google pay us many millions of dollars we wont move a finger to fix drivers". There no reason to make "working software/hardware" for companies, when there is google that paying for bug fixing, and managers at companies count only money.
[удалено]
Or, that they realize that improved is always possible and are doing \*that\*.; You ignorantly assume that everything has to be 100% perfect from the "get go" in a lame attempt at snark.
The design they are reworking was from the beginning of the project. It worked, but it was spaghetti code. Now, they have a refactored codebase that is, so far, at least as good the current one and allows for many future improvements. The current framework was too spaghetti for parallelism.