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@tomas@mastodon.gamedev.place

2025-09-27 17:35 UTC

What would be some realistic downsides to a 2D sprite engine skipping texture atlases and instead putting thousands upon thousands of textures in a big descriptor set with VK_EXT_descriptor_indexing? Would the GPU texture cache think this is naughty?

Replies (2)

  • @aras@mastodon.gamedev.place 2025-09-28 05:39

    @tomas@mastodon.gamedev.place GPU cache would not care, I think. The only possible downside is that you lose support for ancient GPUs (or semi-ancient on mobile). If that's not a problem, go for it! But also, maybe the newer VK_EXT_descriptor_buffer is easier/better then?

    Open ##5249117

  • @nh@mastodon.gamedev.place 2025-09-28 15:02

    @tomas@mastodon.gamedev.place There is an overhead to the dependent descriptor fetch that has a number of different performance implications. And it depends on how divergent your accesses are. In a 2D sprite engine I'd assume the answer is "not very", in which case I think it's pretty okay.

    Open ##5249122