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)
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@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?
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@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.